The Dirt Texture can be used to create different shading effects based on ambient occlusion calculations. This texture is useful for simulate dirt, dust or wear and tear or for blending textures based on the recesses of a surface.
The Dirt texture is commonly connected to the Diffuse, Bump, or the Transmission inputs of an Octane material.
Figure 1 shows the result of connecting two RGB Spectrum texture nodes shaded pink and blue to the inputs of a Dirt texture node. The output of the Dirt texture node is connected to the amount value of a Mix texture node which is then connected to the Diffuse channel of an Octane material. Figure 2 shows a graph of the network.
Figure 1 : A Dirt texture node is used to mix red and blue colors on the surface of the screw. The dirt texture blends the colors based on the recess of the surface.
Figure 2 : The Dirt texture node is used to control the amount of a Mix texture. Red and blue colors are plugged into the texture inputs of the Mix texture and the result is connected to the Diffuse channel of an Octane material.
This setting controls the intensity of the dirt effect across the surface of the geometry.
This setting controls the intensity of details revealed in the dirt texture.
This setting controls the spread of the dirt across the surface from the recessed parts of the model outward towards the more exposed parts of the model.
This setting can be used to reduce the appearance of black edges on roughly tessellated meshes.
This is a toggle which reverses the effect of the Dirt texture based on the normal direction of the surface.