I know I had other threads, but wanted to make sure this one was in here.
Title says it all. The dirt node is driving my mad. I'm trying to use it to simulate edge wear. I've managed it and seen examples of it elsewhere, but there is however a series of problems with it.
Firstly, the problem with the fact that using it makes any low res geometry show up edges where you dont what them to show up - this was fixed (kinda) with the tolerance (I think it's called) parameter.
Secondly was the fact that there wasn't enough contrast between the black bits (on the edge) and the white bits (on the flat) - fixed (ish) managed to figure out now to increase the contrast with a colouradjust (I know that's not what it's called) node. Has it's own problems as it makes the edge darkness shrink a bit more than I'd like, so you have to then adjust the dirt node to compensate. This is however workable.
Lastly however, and this is the one that is driving me nuts, and took me ages to verify. The node behaves VERY differently depending (it would seem) on the thickness of the object, and how big the polys are that it is on. Look at this image.
The grey-ish stuff is all using one texture. The bit that I have marked "1" is a solid bit This is about what I want it to look like (I have not applied any contrast yet to make the lighter bits white, and the darker bits black). You can definitely see the effect is focussed on the edges. However, the bits marked with a 2 (same material) behave completely different. All of these bits, while solid, are thin. I can't make them solid, as they all have insides.
Any help, advice, psychological help, (or more likely fixing the node so that thickness does not affect it) would be greatly appreciated.