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May 16, 2019 at 21:46 history edited Hexbob6 CC BY-SA 4.0
Minor grammatical changes.
Dec 16, 2016 at 21:45 comment added Hexbob6 And @10Replies thanks a tonne! Glad you found it helpful :)
Dec 16, 2016 at 21:43 comment added Hexbob6 @RichSedman cont... In then end the 'bleeding' effect was still possible with the solution I developed, although you're right, technically it doesn't solve the feathering part of the question. I think that whilst the pointiness node is solely dependent on mesh geometry, there's no foreseeable way to use it for low-poly objects, and thus the best option for them would be to bake cavity maps, etc and use them in place of the pointiness color ramp. Let me know if you come up with any better solutions though, I'd be interested to see what you find.
Dec 16, 2016 at 21:38 comment added Hexbob6 @RichSedman Thanks for the input, and you're right, but I think it was probably my fault for being slightly ambiguous with what I meant when I posted the original question. Initially I was hoping that I would be able to find a way to expand the mask away from the edges, and have it become more blurred the further away it spread, and that this would help me make the input texture 'bleed' away from the edges... if that makes sense... cont.
Dec 16, 2016 at 20:22 comment added 10 Replies Definitely deserved the bounty!
Dec 16, 2016 at 20:21 history bounty ended 10 Replies
Dec 16, 2016 at 10:40 comment added Rich Sedman Nice answer regarding adding dirt and wear and worth an upvote... but... it doesn't seem to address the problem posed in the question - how to blur/feather the Pointiness - as mentioned in your Limitations at the end. I was never really happy with Pointiness and its lack of configurability and am trying different solutions to get a similar but configurable effect - one tht works with flat surfaces as well as more rounded meshes - but it's not quite there yet.
Dec 16, 2016 at 1:38 vote accept Hexbob6
Dec 16, 2016 at 1:38 history answered Hexbob6 CC BY-SA 3.0