Quote:
Originally Posted by sailor-ed shorty,
I'm confused. There must be something in the shader tree...a material...an item mask... an image layer? I know I won't see the uv's there but what does the material assignment look like? |
Modo's shader tree might look something like this picture. Here you see there is one item mask for the flower including all parts of the mesh. There are 3 image maps, plus one instance clone for each of them. Each map is feeding the diffuse color, and each clone is feeding the subsurface color. The 3 maps (and their clones) are feeding color data to seperate UV maps (# 1, 2, and 3 respectively). So you don't need any layer mask or group mask because the data is feeding only to those polygons within each of the seperate UVs. The UV map is acting as a kind of mask. In addition you could have any # of bump maps or additional color maps feeding into the seperate UV maps without using any mask layers. Multiple UV maps can be used in this way to reduce a complicated shader tree... Here is also a node-style diagram to explain the logical order of things...
shorty