I’m sorry, this was just an example prop that I wanted to seperate into 3 different surfaces, Plastic, Metal and Glass. I see now this might have been a bad example prop.
My main problem isn’t the glass itself, it’s making this layered shader work correctly. It could have been another prop such as a chair, table or Sofa.
A sofa could be 1 mesh with 3 different 3 surfaces all combined into 1 layered material.
Leather surface for the sofa, Fabric for Pillows, Metal for the legs.
My issue is right now I have a Layered Material that is able to use a Detail RGB mask to place stuff such as Dirt, Dust, Edge wear, Scratches etc on top based on the R G B channels.
However, it’s doing it on the entire mesh via the Green channel for example where I packed in my “edgewear/scratches” for the model.
So if I say the “wear” layer is using the green channel in my mask, all edges and some scratches will show up. But on the entire model, so if I have metalic scratches it will also show up on the leather and fabric portion.
What I want to somehow do, which I think is the correct way to go about it is to have a “base” bottom/background material and the bottom of the stack.
This material should have different surfaces applied to it, via an ID Map. Leather, Fabric, Metal.
Now the layers on top, above such as edge wear, dirt, dust. Each one will be applied on top of the base. But on apropriate surfaces, so I don’t have metal scratches and edgewear on the leather and fabric.
I’m really sorry if i’m rambling, i’m just trying to make a “proper” layered shader that I see being used in the industry.
This way I won’t have to use 100s of unique textures for 100s of props, I just have a library of materials such as leather, fabric, metal, wood, plastic.
And then I can apply rust, dust, dirt etc on top. But obviously I don’t want to apply rust on leather or wood.
I hope this is making sence what i’m trying to accomplish?
