Hello, so I was watching all the official tutorials and documentation on layering materials.
What I am failing to see, and maybe its not possible, but would like to know.
I have tried doing this via masks and opacity channel. But it seems the opacity never looks right unless you use a constant node, no matter the color of my greyscale map the translucent is always almost invisible.
Also, The masked version does not give me acceptable results either.
The reason I wanted to do it this way was for 2 reasons.
1: So I could have multiple assets running off this 1 set of bit maps, some of which are non transparent.
2: Not having to have multiple ID channels.
After hours of tweaking I was finally able to get the glass part to look decent, but the rest of the mesh was totally wrong, cause the settings to get the right look, ended up greying out the roughness and metalic channel.
I use the PBR Metal rough export format from substance painter.
So alas I re did my mesh so that the transparent ONLY ! fell on full poly selections, and assigned that a new material ID, to just create a custom node driven mat for those.
So the point of this is more than just the transparency issue.
But for times you want say wood and metal and plastic or emissive ect… all showing in some areas. Where these are all preset materials and you just want them to show up on parts of the mesh that dont follow the edge flow of your mesh.
Thanks.