Hmmm... maybe I have a solution
From: Ceera Murakami
What you'll generally have to do is export the textures that you intend to weather, add weathering effects externally in Photoshop or your favorite image editor, and then re-import and apply the altered textures. The big problems here are you end up either using a lot of textures, or having the same dirt patterns visibly repeating; and you have to be extra-careful about adding dirt at the edges of a seamless texture, so it remains seamless. But done right, the effect can be stunning.
Thanks for the answer, Ceera. Yes, this is what I try to do. What I am looking for are suggestions on how to have a visual reference of the building I want to weather so that the dirt goes under, say, the window sill and not applied randomly.
I have found some interesting suggestions posted, I believe, by Chosen Few or Robin Sojourner - can't remember - in another thread here in the forum. One suggestion was to recreate the model in 3D. I may explore that path but not for now.
Another suggestion is to apply a test pattern to all the prims that need to be weathered. So, this is what I am trying as I am typing this post:
I apply Chosen Few's test pattern texture to all the prims of the facade and align it with a texture alignment tool (not necessary but fast and practical). Then I take a snapshot of the facade, save it to the disk and open the file in PS.
I crop the image, use the vanishing point filter to correct the alignment and resize so that my reference map is of the exact size to accomodate the texture I want to use for the facade, repeated n times horizontally and vertically. In my case, that would be a 512x512 texture repeated 3 times horizontally and twice vertically.
That should make a pretty good reference map. At this point I just need to add the texture I want to use on x layers and start to work on each of them.
You are right about having to use a higher number of textures but that is also true if I had to use decals, with the aggravation that I'd have to use a higher number of prims too. I realize decals would be of a small image size, so there is a benefit with that.
On the other hand, having a reference map would help making me more aware of the exact size of the textures I need to use, rather than just randomly apply 512x512 textures as I do now.
Folks, please send further suggestions on how to improve the workflow. Thanks!