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It's not what you would normally think. I want to know how to blend materials to have their own settings like metallic glossiness, roughness, things like that. I used to use 3DS Max and the way it blends materials is by using a black and white texture map like so.

Here's the diffuse texture

enter image description here

And here's where I would want to put different material settings on the parts of the texture.

enter image description here

And here's what the model looks like

enter image description here

Would this be possible in Blender?

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  • $\begingroup$ you can use your B&W image as a mask in Blender as well, for example you can mix 2 Principled BSDF (each will have a different setting) with a Mix Shader, and use the Image Texture node with the b&w image as the factor of the Mix Shader $\endgroup$
    – moonboots
    Commented Apr 10, 2022 at 15:37
  • $\begingroup$ @moonboots Can I get some images please? I'm still a bit new to advance material linking stuff. I see where I can use the mask image as a factor but, the where to put the other principled BSDF? $\endgroup$ Commented Apr 10, 2022 at 16:35

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Here is the kind of material you can set: Mix 2 Principled BSDF through a Mix Shader, use the b&w image as the factor of the Mix Shader, plug your color image into the 2 Principled BSDF, set the Principled BSDF the way you want, for example you can give a Metallic value of 1 to the Principled BSDF that is supposed to display the gold area, etc:

enter image description here

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  • $\begingroup$ Thanks! I got it now. $\endgroup$ Commented Apr 10, 2022 at 16:53

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