This operator simulates a rusty, possibly perforated material.
You will first generate a material that outputs a color, then pipe its output into the Surface Color input of this operator.
The rust and perforation thresholds control the contribution of each stage of corrosion, and represent good candidates for animation at the shader level if tied to Parameter operators.
If the Surface Position (
P) and Surface Color (
Cf) inputs are not
connected, the global variables by the same name will be used instead.
Typically, you will use Rest Position or UV Space Change as inputs for
P, and any operator that yields a lit color, such as Shiny Metal or
Lighting Model, as inputs for
Cf. If you need to access the global
variables directly, they are available from the Global Variables