Typically, yes, but your skin scenario I used is a good example of where it could be used for a character. It all comes down to the pipeline, and how that is being optimised. Complex materials with lots of texture sample nodes are expensive/slow to compile and cost texture memory. I'm not a tech artist or programmer…
Your layout can be completely different between channels(although UE4 uses the base 0 channel as the normal directions so you can't rotate islands without lighting rendering errors on NMs) this is how lightmap uvs are utilised. The texcoord node in UE4 allows channel lookup.
@FourtyNights you can have multiple textures in different uv channels. In UE4 I think you can have up to 8. You lerp texcoord nodes set to the different channels with the RGB channels of your mask. So for the example above the skin would be a single material and the face/body uvs would be on different channels and lerped…
@FourtyNights I guess we need to establish what a material is first: In my mind: 1 material = 1 shader variant + some inputs. You can use as many Polygon / UV / Texture as you like, as long as the hardware/engine support it (eg. number of interpolators). So to me: multiple materials = multiple shaders + sets of…
@musashidan Okay, that's something I've never heard of as a workflow. Gotta ping you someday when I come up with a character project soon to see how it works in practice. :D I've always just used separate materials on a single UV channel and that's it, so this is completely new to me. @bitinn I'm not sure what you're…