Automatic grime.
The Workflow
- In the Shader Editor, add an Ambient Occlusion node.
- Connect it to a ColorRamp.
- Use a Mix RGB node (set to Multiply).
The Math
AO detects occluded geometry (crevices, corners). The node creates a black-and-white mask where black = deep crevice. By multiplying this with a dirt color, you automatically accumulate grime in the cracks of your model without UV unwrapping or painting a single pixel.