To clarify: color-ID map where i have a texture for my mesh where different materials (or just variation in roughness for example) are represented by different colors. I’m a beginner when it comes to materials and not good in visual scripting in general, so please explain it in details or screenshots :).
The only topic I found in the docs about this kind of problem was layered materials, but I assume for simple things I wouldn’t need to use material function, and I was able to mix two materials at most at once. By simple I mean just to have different roughness/metalness at different part.
Case 1
I have RGBA color map where at each channel every vertex is either 0 or 1. I want it to generate a proper roughness map where for example value 1 on the red channel will be 0.2, the green 0.4 the blue 0.8…
Case 2
the same thing as above except with any kind of color: different shades of blue, orange, brown etc… could it be done at all?
Case 3
would like to have an easy example of using layered materials. I could use one channel, red for example to blend two materials but how can i blend more than two? and Is it a good idea to blend materials at all if I just want separate materials at different parts? I read that usuallyit’s better to have different material slots on my mesh,and probably will do that, but still would like to know theanswers on these questions.
Thanks in advance!