When dealing with PBR materials and trying to get scale, rotation, and getting uniformity it can get really tricky. Let's explore some of the most common math nodes that will help with these issues.
How can be various textures up, layering them if you will, to build a displacement map that can be used for new materials and textures.
Demonstrating a metal material, creating a realistic, clean metal surface, and then converting that surface to reflect an aged and grungy metal surface.
Dustin demonstrates realistic plastic surfaces making the material clean and new and transforming it to a grungy surface.