I am in a little confusion - Using multiple Mega-scan materials on a single mesh in Maya and rendering with Arnold. The shaders will be visible in a specific location. What would be the right approach?
I am aware there is something like this in Unreal Vertex Painting I suppose. What would be a similar intended approach for Maya?
Is it Ai mixer shader blending two materials with a black and white map ? or is there something else that would make it simpler.
Any help is greatly appreciated.
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