Help with turning a Curvature map into a mask for edge wear.
Working on something with lots of very similar assets, i’m trying to build a master material that can handle the edge wear, dirt grime etc.
The title pretty much says it, i want to turn a curvature map into an alpha, then combine that with a noise map of some sort, to create edge wear for a master material.
anyone have any idea how to do this within the material? thankyou!
Edit: If it helps, the overall plan is to have this Material generate the edge wear, rust and cavity/dirt based off of the Cuvature and AO and custom grunge/noise maps. The material is metallic, with painted surfaces, and obviously rust and dirt too, so ideally i’d like to manipulate the roughness and metalness too.