* materials/non-organic/metal/ Threadplate Dirty v1 b243* Macro size: 113 KB (one 256x256 grayscale image)
It's a threadplate material with control for scale of indentations and (unfortunately limited - just color) control for how dirty it looks.
Now, the problem is that without nodes that manipulate numerical values, it's impossible to use just one input slide to give the user such an abstraction as "dirtiness". It would be possible though, if we could do math with floats. To give an realistic impression of dirt you must manipulate color, roughness, specular color & intensity and bumpiness - all in a different proportion to the input value - some of them inversely proportional (for example as dirtiness goes up, specular intensity goes down). IMO, we would need:
* multiply float (absolutely necessary for scaling factors)
* subtract float (absolutely necessary to invert input, like 1 - input float, useful for other stuff)
* clamp float (necessary for limiting input range)
* add float (for the sake of completeness)
* absolute value (probably would come in handy)
This stuff would help a lot in supplying the userbase cool materials.
EDIT: In this example the input is a floattexture, but those math nodes should work on it also, since it's just an array of floats. Maybe with a transform node; floattexture -> float