Thanks for the file, JBird.
When I read the name “Dirt Shader”, I think of shaders used around a decade+ ago. So, I though, perhaps he starts with a very early version, and I saw, you did not. As mentioned above, this was a rough version of the Ambient Occlusion Shader, way back in time, and not a nice one either, IMHO.
Then I opened the scene file, and to my surprise it was filled with plug-ins I don’t have, nor that they are parts from MAXON: Octane doesn’t run on any of my graphic cards, BTW. The Dirt shader is super old, but I never know if someone created a new one and named it that way. So, it is working, as many old things continue to do so, but do yourself a favor and try not to. ;o) My suspicion was it was wrapped in the shader, which had no plug in in my installation to see it.
The replacement would be, for example, the Ambient Occlusion Shader. I have deleted most of the model, and left only a patch. I have set up a Ambient Occlusion Shader with a rainbow gradient, so you can easily see where the gradient and the dirt would work.. Adjust the parameters to your liking. The AO Shader should go then into the Diffusion Channel. Color [channel] should be used for pure color and Diffusion only for the brightness, to keep things manageable and easy to adjust. I see it too often that things become mixed in the Color Channel, which might lead to problems on the long run.
Some random thoughts, the scale you chose and the density of the object might be needed for your scene. If it is only small in the scene, it is way to dense perhaps. The file was 127MB. But that was not the question.
In BodyPaint 3D, you could paint the areas that you need differently, this “texture” can be then used as mask in an alpha channel. The suggestion with a Polygon selection as separation will work as well, but based on the huge model, I’m not certain if that is a good idea, as the Selection Tag has to store all the points, and that might be quite something to read in and out each time. Given the fact that you have the Octane Render, you like to have a super fast preview, perhaps even realtime. Neither the dirt not the AO shader will support that idea. If you like to be fast, have lower res models and baked textures for parts in the scene that needs a lot of calculations.
The Dirt as well the AO Shader are very tightly connected to the amount of geometry involved. Each one adds a lot of time into the render pipeline.
All the best