(procedural) Edgewear for (procedural) real Microdisplacement? for Cycles I would like to make a procedural shader for glazed, worn ceramics.
Right now I am using real micro displacement to create the prodruted parts and I am using the geometry node, bevel and a math node set to dot product to detect edges. Got it from here.
I also found this edge detect node setup from Wayward Art Company, but It doesnt work for me and is far to complex for me to understand what is happening inside.
This is what I got so far.
I am wondering if this is the right approach.
Thanks,
Paul
So there are several ways to do what you are trying to do, some only work with Cycles.

The first one is the one you cite which mixes the (Input) Geometry &gt; Normal output and Bevel nodes into a (Converter) Vector Math in Dot Product mode:



You can use the Geometry &gt; Pointiness output:



Or the (Input) Ambient Occlusion node (it works with Eevee, you'll need to enable the Ambient Occlusion option in the Properties panel &gt; Render:


To make the effect more natural you can mix it with a Noise or another texture, here through a MixRGB in Lighten mode:

All these black &amp; white textures can be used as factor in a Mix Shader or MixRGB node in order to mix two sets of nodes.
At last you have some group nodes like the one you cite and that you can upload. There is the Mask node, as explained here, and the Edge Detect node, as explained here, both created by Wayward Art Company.