Another day of the 3D artist. How to make furrows darker? is it possible to make an analogue of "ambient occlusion" using only the Shader Editor? The gradient texture doesn't work as I expect.
1 Answer
You are in Eevee, in Eevee there are at least 2 solutions: the AO node and the Dirty Vertex Colors.
Use an Input > AO node as factor in your Shader Editor, you just need to activate the option in the Render panel:
For the Dirty Vertex Colors solution: Switch to Solid viewport shading mode and switch to Vertex Paint mode, then go into the header menu > Paint > Dirty Vertex Colors:
Tweak the factors in the Operator box until you get what you want:
The operation has created a Vertex Colors in the Object Data panel. Switch to Rendered preview or Material preview, in your Shader Editor create an Input > Vertex Colors node, use it as factor:
In Cycles there's also the Geometry node and its Pointiness output, you could bake the result if you want to use it in Eevee.
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$\begingroup$ is there a way to achieve this result without using the "Ambient Occlusion" option? Using only the Shader Editor. $\endgroup$ Commented Sep 4, 2022 at 7:28
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$\begingroup$ You could bake a AO map or a Pointiness map in Cycles and use it in Eevee $\endgroup$ Commented Sep 4, 2022 at 7:30
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$\begingroup$ In Eevee itself you could use the Dirty Vertex Colors in Vertex Paint but it needs more geometry that what you have currently, so you'll need to subdivide, but here again you could bake a map to come back to a low-poly version $\endgroup$ Commented Sep 4, 2022 at 7:32
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$\begingroup$ Sorry, I didn't look carefully at the image, that's exactly what I was asking. Thank you. $\endgroup$ Commented Sep 4, 2022 at 7:36
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1$\begingroup$ Oh actually it could work fine with Dirty Vertex Colors too, I'll edit my answer $\endgroup$ Commented Sep 4, 2022 at 7:37