I need help building an Arnold shader - I have all but the last step, where I want to make the Occlusion-based "Dirt" also subject to FacingRatio so it appears primarily at grazing angles. How can I do this?
So far:
Thank you!
Solved! Go to Solution.
Solved by MikeVerta. Go to Solution.
There is a facing ratio shader in MtoA that you could try.
Zeno Pelgrims also has a dirt shader available for MtoA.
I answered my own question.
The trick was to drive a ramp with a samplerInfo node's Facing Ratio output, and then modify that ramp's color gain with the Ambient Occlusion node.
So, for others:
samplerInfo [Facing Ratio output] > ramp1 [UV Coord input]
then:
ai_AmbientOcclusion [Out Color output] > ramp1 [Color Gain input]
Then take the ramp1 [Out Color output] and connect it to the Mix input of an ai_MixShader. This will use ambient occlusion to place 1 shader on top of another, and also subject it to viewing angle.
Images or it didn't happen 😉