I have made a Layered material
I want this model to have 3 different materials. The black plastic, a small metal piece and the front panel of this mesh to be made of glass. However I also want to keep the dust and edge scratches on the different surfaces (plastic, metal, glass). The edge scratches are driven by the cavity map in the green channel of the RGB mask.
I have a M_Master material.
I then have a master ML_MaterialLayer_Base
Finally I have a master MLB_Base, to blend using my RGB mask
As you can see, right now I have 3 layers.
Background (black plastic)
Wear layer (wear and tear, scratches) using the green channel of my mask
Dust layer, using the blue channel of my mask
Thats all cool, however. How can I apply a different material / surface to the glass?
I assume I need a new type of mask, one with color ID’s instead of stuff like cavity, dust etc packed into the channels.
I can make the ID map, no problem but I’ve got no clue how to actually set it up. I tried looking at a few threads and the official Unreal wiki and videos but didn’t find a result.
If I make a ID map and say Green channel is glass, then it will override the scratches from the other RGB mask containing scratches (G) and dust (B). Or I would need to stack the same stuff on top of each other again like so
Background layer
plastic layer
plastic scratches layer
glass layer
glass scratches layer
dust layer
but I want to do this basically
Background layer
plastic layer
glass layer
scratches layer (entire model)
dust layer
I hope this is understandable? Any help or info pointing me in the right direction would be much appreciated