Procedurally Generated Texture Scaling based on Surface Curve I've got a fairly simple character that I'm texturing procedurally, and my question is this:

Is there a way to tell the Voronoi texture base that I'm using to have variable scale based on how flat/curved the surface its applied to is?  IE, the scales on its belly would be larger than the scales on its arms because the belly has a flatter surface area than the arm tubes.
You can try using a grayscale image to set the factor of the scale of... heh, the scales. That's an incredibly esoteric thing to say, so here is my setup (please forgive my liberal use of "reroute" nodes, I wanted to fit it all in at a decent resolution);



Which results in this (with the "factor" texture that's used in the above node setup, but you can paint the values however you want);



I'm also including the .blend file;