# Adding edge wear to (relatively) low-poly mesh

I'm working on modeling some objects, and I would like to add edge wear procedurally in cycles without being forced to use the pointiness node and messing around with subsurf issues (not using subsurf would help me worry more about the art, instead of just topology). Is there any alternative to the pointiness node or manually painting in the edge mask in this situation?

• There is one - Dirty Vertex Colors in Vertex paint mode. But it depends on topology just as well and is the same as Pointiness from this point of view. Other than that you can try Texture Paint > Toolshelf > Options tab > Cavity mask. it will depend on texture UV map and results might not be quite clear – Mr Zak Nov 11 '17 at 21:00
• There is a paid resource on blendermarket, as well as others that use very complex shader setups to get the effect of edgewear. Here is the link blendermarket.com/products/… – Craig D Jones Nov 14 '17 at 13:22

• I know this is old but that doesn't make a whole lot of sense to me. I figure you'd be better off doing the dot product (which is also cheaper) and a map range from <-1, 1> to <0, 1>. Maybe he does something really smart with what he has there, but it gave me strange results and I can't really see the point. – TrisT Apr 9 '20 at 5:23