Anybody know about a way to assign multiple materials to a mesh via a mask?
It would be impossible to assign the materials via faces in maya. Basically the idea here is to have lots of little details on a mesh get assigned a refractive shader while the rest of the mesh is a standard metallic shader. After a bit of searching I'm fairly certain this isn't possible, but why not ask.
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Can you give some more details about what you're trying to accomplish and why you can't do it with face-based material assignments?
The Refractive model does have a mask slot, so you can use that to mask back to the standard material.