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Update README.me
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README.md

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@@ -37,34 +37,6 @@ Planned improvements and possible future features:
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- Provide presets (light, medium, heavy weathering) and the ability to save/load custom presets.
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- Add thumbnail preview and inline documentation for node group inputs.
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- Physical Damage, such as dents, and bumps using normals.
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- **Leakage/Streaks:** Vertical procedural streaks that appear under overhangs or sharp edges.
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* **Moss/Algae:** A directional mask (usually using the Normal "Z" axis) to add organic growth only on the top or shaded sides of the model.
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* **Snow/Frost:** Similar to moss, but with a focus on "piling up" in the crevices and top-facing surfaces.
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### 2. Physical Damage
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You have scratches, but "wear and tear" often goes deeper:
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* **Pitting/Dents:** Small procedural bumps that affect the **Normal** output to give the surface a hammered or aged feel.
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* **Chipped Paint:** A mask that creates a "stepped" transition between the base color and a "substrate" color (like seeing the metal underneath the paint).
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### 3. Surface Polish
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Sometimes weathering isn't about adding "dirt," but how the surface has changed over time:
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* **Sun Fading:** A checkbox to subtly desaturate and lighten the base color based on upward-facing normals.
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* **Oil/Grease Stains:** Darker, lower-roughness patches that accumulate near "mechanical" areas.
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### 4. Technical "Quality of Life" Features
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To keep that UI clean while adding power:
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* **Global Intensity Slider:** A single 0–1 slider at the top to dial back the entire weathering effect at once.
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* **Seed Value:** A random seed input so the user can "shuffle" the procedural noise if the scratches or dust don't look quite right on a specific model.
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---
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- Surface imperfections like sun fading and oil stains and leakage/streaks.
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If you have feature requests or want to help implementing any of the items above, feel free to open an issue or submit a PR.

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