How to add dirt and smudges to materials in Blender


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Tutorial showing you how to use Poliigon’s Overlay textures in Blender. Download the files mentioned in this video: http://poliigon.helpscoutdocs.com/article/29-how-to-use-poliigon-in-blender

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33 responses to “How to add dirt and smudges to materials in Blender”

  1. Without studying how the Combine Group was organised, I think a simpler way would be to use a Separate RGB on both textures, then use a Math node (with Multiply? and clamp to ensure there arent values over 1) on red outputs from both textures. Then you would do the same with the blues and greens. After this a simple Combine RGB would suffice to merge everything into one Normal map again.
    That's how I think it would go at least 😀 But I only use BW maps anyway.

  2. Well, to start off, nice tutorial as usual, but 135 megs for the finished file! this is why my renders never look as good, they must be massive textures packed into the blend file, my PC couldn't handle me putting it into rendered mode, it just closed Blender. I think that Blender needs work on handling polys and textures, I imported a quite a big file that i was working on in C4D, i was planning to carry on with it in Blender but it couldn't cope, i'll have to try it with lower res textures.

  3. Great video, been hoping for a tutorial on this for awhile. What method would you recommend for applying these overlays to room-sized floors in random spots? Would you paint them on or use some math node? Math nodes have always eluded me…

  4. 651st subscriber. yay ^^ . i got 2 things to say about this video.

    1, finally you used the node wrangler! it bothers me so much seeing you leaving out that wonderful addon. probably because i use it all the time :p

    and second, while that normal map combiner group works great, i remember you once used the vector math node, set to average for combining 2 normal maps or with a bump map. i might be mistaking you with another tutor but I'd like to know if you know about this node and is it right to use it for this task.

    thanks.

  5. Is it possible only to add these overlays on specific parts of the mesh only? For example, if we take the floor used on this video, in real life, people wouldn't leave marks everywhere on the floor equaly. The floor would have more scratches marks on the paths people are used to walk on. In short terms, you will have way less "footprints" close to the walls and more on the middle of the room. On the opposite side, there's more likely to be dust closer to the walls and furniture than where people walk on.

    I guess my question is in fact: can I use the weight paint tool to "draw" exactly where I want these surface imperfections to be?

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