Hi, i'm making a interior environment and I have quite a few props I need to model.
I would like to do it correctly and efficiently, doing a material with PBR textures in a layered approach.
All I want is to be able to have 1 single material with 3 surfaces, based on ID map.
Then I want a detail map for the dirt, dust, wear. But I need it to
cover the entire mesh (uv2) but look different depending on the surface.
So no shiny metal wear on leather or fabric.
I tried making a very simple 3 layer material, 3 different surfaces based on ID map via a second UV channel.
I also made a Detail map for stuff like dust (red channel), edge wear (green channel), dirt (blue channel)
Here is the albedo node set up, 3 diffuse textures. Each applied based on the ID map
and finally here is the full material setup currently, it has 3 "layers" with 3 textures each, 3 diffuse, 3 ORM, 3 normals + a global normal for the mesh's baked normal.
Now everything works except I don’t know how I can have the details such as edge wear show
up and be different for each layer when it comes to roughness, color
etc. So I have light brown leather edge wear on leather, shiny metal edges and scratches edgewear on metal parts.
I am doing this approach so I don't have to make 100s of unique textures for each prop, and to be able to use tilable surface materials for better resolution with a detail map to control the edgewear, dirt etc.
Also the ID map so Instead of using 3 material slots, I use 1 material for 1 prop and it has 3 different surfaces.
For example, 1 material for the sofa. "leather sofa", "fabric pillows" and "metal legs".