Arvid Schneider is taking a new direction with his MtoA series. Initially the 100 series dealt with getting new Arnold users comfortable with the new rendering engine bundled with Maya 2017. The new 200 series will look at reproducing materials from reference. Arvid plans a new shader.material a week. This week, we get a corrosion shader.
Watch as the first of the 200 series looks into recreating a corrosion shader working from reference of corroded metal. The shader will be completely procedural, meaning that there will be no maps that drive any attributes within the shader.
Arvid creates the corrosion shader by using multiple shaders. Instead of using the Layer Shader in Maya, the Layered Texture node is used to run lines to a single shader that drive different values within the shading network.