6
$\begingroup$

enter image description hereI'm trying to give cavities a different shader in between adjacent objects "Dirt Map", I tried using Geometry Node, linking the Pointiness to Color Ramp to the Factor in a Mix Shader, as per the image above. The problem is, this works just fine within the mesh itself, but it wont capture cavities between different objects, I tried merging the meshes into one object using Ctrl+J, but that didn't change the result. Logically I tried to use Ambient Occlusion as a Factor for the Mix Shader, but Ambient Occlusion is a Shader, not a value provider node, is there a way to capture the value from AO shader to use it for Factor, or is there a completely different way to achieve this?

$\endgroup$
  • 1
    $\begingroup$ You'll have to bake the AO to an image texture, then use the texture as your mix factor. See blender.stackexchange.com/q/13508/599 $\endgroup$ – gandalf3 Apr 21 '16 at 19:49
  • $\begingroup$ I was afraid someone's gonna say that :) I have lot's of objects, baking AO would take forever "may be it's just me", I just hope there was a way to get the same value that the AO shader provides, thank you anyways @gandalf3 , appreciate your help. $\endgroup$ – Georges Apr 21 '16 at 19:52
  • 2
    $\begingroup$ Unfortunately not.. It's been a feature on the todo list for ages, but no one has gotten around to it yet it seems. $\endgroup$ – gandalf3 Apr 21 '16 at 20:06
  • 3
    $\begingroup$ Cycles now supports the Ambient Occlusion node. $\endgroup$ – Smith Smitherman Aug 20 '18 at 18:40
  • 1
    $\begingroup$ Yes, now it does, thank you for bringing that up! $\endgroup$ – Georges Aug 21 '18 at 9:01
2
$\begingroup$

enter image description here

In the node editor Shift + A then under input you'll find Ambient Occlusion, the node itself shows in the image above, you can use AO output as a factor to feed to a Mix Shader node or a MixRGB node or... whatever you would use a factor for.

$\endgroup$
  • $\begingroup$ Can you expand this a bit. "it's in Input category" does not offer much help to anyone. PS does not matter if blender changed since you asked the question, any answer that is valid now is useful. $\endgroup$ – David Aug 21 '18 at 11:52
  • $\begingroup$ You're right @David I hope the answer makes more sense now $\endgroup$ – Georges Aug 21 '18 at 12:08
  • $\begingroup$ Much better. For the record I did not DV it. $\endgroup$ – David Aug 21 '18 at 12:19

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.