Thanks for the input. I tried placing the macro variation (with a different texture than the landscape color) and the texture variation (with the node of the same name) in separate material functions. In the macro variation I put 3 function inputs for the 3 scalar parameters of metal, spec, and roughness, plus the main texture of the landscape all plugged into a make material attributes node. Setting the normals in the other variation function ensured they are getting that variation, I think, not completely sure though. Then in the material to apply to the landscape, I used Get and Set Material Attributes from the Macro variation function and connected each to a Blend Material Attributes node that has B empty, with the Alpha as the Texture Variation function. As far as I understand, it’s blending the attributes from the Macro variation based on the texture variation with normals then. The outputs of those connect to the layer blend node, having 2 layers, one for the shiny metal rock and one for the dry rock. It’s the same texture for both layers, but one is metallic like and one is dry rock because we’re simply trying to paint a few areas shiny yet having the same texture.
However, when painting, all I’m getting is the dry rock. I have the layerinfo objects assigned to the two different layers, but trying to paint with the shiny metallic layer is exactly the same as the dry layer. Not baking the landscape mesh for later use, and the landscape is not going to contain more than a few layers at the most. I don’t yet know how to pack the RGBA channels separately, enough at least (I’ve watched tutorials but haven’t tried it), to attempt that approach for now. I stopped trying to blend macro into the metal, spec, and rough pins of the main material node.
Thanks again. Do you have any other feedback or insight about this to get it working so I can simply paint from the two layers?