I’ve been trying to figure out how to generate a Cavity Map in my shader node for the past two days, and while I understand the concept of how it is done, I don’t even remotely understand the math.
I am hoping someone could possibly explain the Math to me in non-mathematician terms, and let me know if it’s even possible. I have created the Sobel PP Material but I’m not looking for a post process effect I want it on my static meshes.
Here’s what I’m looking to achieve;
http://www.bs3d.com/index.php?page=7
And here’s some of the reading I’ve done…but don’t understand haha
http://en.wikipedia.org/wiki/Sobel_operator
That last thing I’m curious about is whether creating the cavity in the shader is even worth it or would a second texture just be more memory efficient.