Dirt
Grime that knows where to land. Brush anywhere and the dirt settles into the crevices under your stroke.
VIDEO ON THE WAY
Final video is on the way, thank you for your patience!
Dirt paints through a cavity mask baked from the geometry itself, so it settles into crevices and recesses and stays off the raised faces. You get the look of years of use without having to find every seam by hand. The mask rebakes itself shortly after the model changes, so it stays honest.
Initialize first
Press Initialize Dirt first. That bakes the cavity map and brings up the options. On a heavy model the first bake takes a moment, and progress is reported in the status bar, so the sliders stay put mid-bake.
Option bar
- Color swatch - The dirt color. Click it to adopt the current brush color.
- Dist - Distance, 0.02 to 0.5 of the model size, default 0.15. How far a crevice sees. Bigger spreads the dirt out of the recesses. Changing it recomputes the crevice map.
- Amt - Amount, 0 to 1, default 0.8. Overall dirt opacity.
- Dig - 0.5 to 4, default 1.6. How strongly the dirt hugs only the deepest crevices. Low gives broad shading, high gives thin lines in the seams.
- Patch - 0 to 1, default 0.5. Noise breakup. 0 is smooth AO-like dirt, 1 is patchy grime.
- Blob - 0 to 1. Noise scale. Right gives broad blobs, left gives fine speckle.
- Edge - 5 to 90 degrees of outward bend, where flat is 0. The brush skips any edge that bends outward by more than this, so a low number protects nearly every crease and 90 protects only box-hard corners. If a faceted shape is staying clean, its facets meet at more than this angle. Raise it. Changing it recomputes the crevice map.
- Dirt All - Bakes dirt into every crevice of the whole model at once, on its own Dirt layer, for a base coat of age to work back from. Re-baking replaces that layer rather than stacking on it.
Notes
- Dist and Edge mark the cavity cache stale and trigger a rebake. Amt, Dig, Patch and Blob apply live.
- The Paint sidebar's GRIME section edits the same values and stays in step with this bar.
- The camera is locked while a stroke is held. One undo step per submesh per stroke.
- A held scrub accumulates, and overlapping dabs within a single frame count once.