ID map and RGB mask for layered material multiple surfaces

Ah yes, I see now. Thank you for the video, i’ll definetly be saving that.

However, this seems to be vertex color painting. It works well and i’ve used it before or similair but it’s not exactly what I want for this. This seems better for flat surfaces and environments.

I don’t want to be painting manually on 100s of props if that makes sence, I just want to export mask for prop A, prop B, prop C. (chair, table, sofa) and have the dirt, rust, dust etc be controlled by that mask. Dirt in Red channel, Rust in Green, Dust in Blue for example.

This video kind of shows something very similair to what I am trying to do.

at 05:22 he is showing a mesh with different surfaces, grey metal, gold etc
at 06:15 he shows the ID mask with Red Green Blue for the mesh
at 13:30 he is showing a model, with a layered material.

It has a “base” layer which is the texture for the model, albedo, roughness etc. Then it has layers added on top via material layers. Top Dirt, Rust, Grime, Moss.

Now basically what I want to do is have that bottom base layer have seperate surfaces for wood, leather, metal etc based on a RGB ID map. Because in their example they are exporting a 1:1 unique UV’ed texture. I want it to just use tilable ones and then a ID map to apply it to different portions of the model and then layer the rust, dirt etc on top via material layers.

their model from the video with the base layer and layers on top.