The un-occluded color is a normal diffuse map. In my work I always use color corrections and trigger the advanced settings, changing Gamma, Red, Green and Blue values and removing a bit of the saturation (in this case -30). It's never the same twice, as the material or scene is always different. I do all sorts of tests until all the materials blend together properly.
The noise inserted in the occluded color slot will make the edge behave in a random way. In this case, it was important to choose the colors inside the noise wisely so that they would blend well with the un-occluded color (diffuse map). This was so the edge didn't look too dark or too similar to the wood itself.
In some photos of the subject building I noticed that the marble on the floor had gained a slight green tint, probably due to humidity of some sort. I took that into account when texturing the floor. In Fig.13 you can see I used the famous multi-texture plugin in a subtle way.
Fig.14 shows the general settings of the V-Ray material. They are nothing too fancy. The diffuse channel is a composite with two types of map. Layer 1 is the aforementioned multi-texture, and layer 2 is the dirt map set to Multiply. The dirt map was painted in Photoshop (Fig.15).
Fig.16 shows the multi-texture settings that make up the first layer. I used about eight types of different marble maps for this multi-texture, which I acquired at CGSource.com.
Layer 2 was the composite maps, the dirt map and its mask. I used the same map, but rotated it 90 degrees to add more dirt (Fig.17 - 19).
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