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;
And here’s some of the reading I’ve done…but don’t understand haha
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.