I know theres trim sheets in scifi with just normal details on the trim sheet like vents and lines, etc. Then that trim sheet gets blended with a tiling material. All great cause it retains texel density by using the tiling material.
But I've also seen trim sheets with multiple kinds of materials on the trim sheet...like rubber, mesh, metal...all on one trim sheet. Is there a trick for this to retain the correct texel density since you can't really blend this with a tiling material? Unless theres another technique Im unaware of for trim sheets with multiple materials on them?
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Right, I get it now. The trim sheet material would have the normal information, then in the alpha channel a mask to differentiate both the metal/rubber materials. If its more than 2 materials, then a separate mask texture would need to made and information stored in RGB channels, correct?
2 channels actually gives you 3 materials in total. Because you don't need to mask the material that's on the 'bottom'. So you can have a base material made of steel and then paint, and rubber, layers on top.
You can also use one of the channels to store a ambient occlusion bake for more convincing details.
Using trim sheets isn't really a materials concept. It's a way of repeating textures and geometry to make it easier to make different objects.
0 masks = 1 material
1 mask = 2 materials
2 masks = 3 materials
etc.
So are all trim sheets doing this that have multiple materials on them? Whats the harm in just applying different materials to your trim sheet texture and not using masks at all? Assuming its a texel density issue if the trim is being applied to things of all different sizes, right? What if the trim is only being applied to things all of the same size...then no masks needed?