In Cycles can I use the amount of shadow cast onto an object as a Fac. input of a mix shader?
This would be useful for setting up a Frost / snow material that is visible in shadowed areas but has melted in lit areas.
I know I could do it by baking shadow maps for the various objects, but I wondered if there was a procedural way to do it.
Maybe if I could create a vertex paint layer using the shadow info this could be used and would save the texturing (my scene is already quite complex - several hours per frame)
Any thoughts?