Dirty vertex colors & planetarium experiment

Sort of ambient occlusion
https://www.blenderguru.com/tutorials/how-to-quickly-add-dirt-to-crevices/

Landscape Ant addon
planetarium.th.png

Material node.

3440x1440
planetarium3_ps2.th.jpg planetarium4_ps5.th.png planetarium3_ps3.th.png planetarium5_ps1.th.png

1920x1200
planetarium4_ps5_1920x1200.th.png

Rerender, more samples, lower DOF

1920x1200
planetarium8_ps1_1920x1200.th.png
3840x1200 (dual monitor)
planetarium8_ps1_3840x1200.th.png
3440x1440
planetarium8_ps1_3440x1440.th.png

Why is this not part of the shader nodes? This vertex map is kinda mesh-resolution dependant.

Supposedly the use of geometry/pointiness with some color-ramp could be used.

< nope, tested.

AO baking is an option, results are slightly different. < tested

Workaround for lack of resolution might be to use this dirt as a driver for some procedural texture position or use subdivided mesh for that (to increase resolution) < to test.

There is also cavity mask in Texture paint.
https://www.blendernation.com/2015/02/25/cavity-mask-for-cycles-and-texture-paint/

https://wiki.blender.org/index.php/User:Gregzaal/AO_node_proposal

On general surface dirt nodes (extremly good results)
http://blender.stackexchange.com/questions/32494/how-to-make-dirty-looking-object

And the render layer part (microdisplacement)
https://www.youtube.com/watch?v=hlh9rrjG29k

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