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I would like to make a procedural shader for glazed, worn ceramics.

Right now I am using real micro displacement to create the prodruted parts and I am using the geometry node, bevel and a math node set to dot product to detect edges. Got it from here.

I also found this edge detect node setup from Wayward Art Company, but It doesnt work for me and is far to complex for me to understand what is happening inside.

This is what I got so far. I am wondering if this is the right approach.

Thanks,

Paul

enter image description here enter image description here enter image description here

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    $\begingroup$ Could you please show pictures? Does it mean you want to fake small details around the edges? Does it mean you want to create fake displacement (with Bump node), not real displacement (with the Displacement node)? Is it for Cycles, Eevee? $\endgroup$
    – moonboots
    Nov 4, 2020 at 14:54
  • $\begingroup$ ah sorry sure, will update the question! my bad $\endgroup$ Nov 4, 2020 at 14:57
  • $\begingroup$ so you're trying to find the different ways, and the best way, to have this kind of effect, i.e. edgewear on angles? Also, what are you planning to use, Eevee or Cycles? Some methods don't work with Eevee... $\endgroup$
    – moonboots
    Nov 4, 2020 at 18:59
  • $\begingroup$ Yeah exactly. Yes, im in cycles. $\endgroup$ Nov 4, 2020 at 22:15

1 Answer 1

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So there are several ways to do what you are trying to do, some only work with Cycles.

  • The first one is the one you cite which mixes the (Input) Geometry > Normal output and Bevel nodes into a (Converter) Vector Math in Dot Product mode:

enter image description here

  • You can use the Geometry > Pointiness output:

enter image description here

  • Or the (Input) Ambient Occlusion node (it works with Eevee, you'll need to enable the Ambient Occlusion option in the Properties panel > Render:

enter image description here

To make the effect more natural you can mix it with a Noise or another texture, here through a MixRGB in Lighten mode:

enter image description here

All these black & white textures can be used as factor in a Mix Shader or MixRGB node in order to mix two sets of nodes.

At last you have some group nodes like the one you cite and that you can upload. There is the Mask node, as explained here, and the Edge Detect node, as explained here, both created by Wayward Art Company.

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  • $\begingroup$ Hey :). Would it be possible to add some examples of this effect on displaced geometry? Seems like that's one of the things the OP is asking about :). $\endgroup$ Nov 4, 2020 at 20:45
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    $\begingroup$ Cool :). I was just curious, since I don't have much experience with displacement and want to learn :). $\endgroup$ Nov 4, 2020 at 21:07
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    $\begingroup$ actually I thought he wanted to know how to make the edgewear effect (link to his video), I'm not sure about the displacement thing, I may have missed something... $\endgroup$
    – moonboots
    Nov 4, 2020 at 21:17
  • $\begingroup$ Yeah thats it :) Kept on playing with the settings and got some good results by now! Thank You! $\endgroup$ Nov 4, 2020 at 22:26

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