Hopefully this is clear. I found this artstation post rather interesting, as the gentleman was able to setup an array that would allow for basic texture painting to determine the 'layers' of material:
So I tried to establish something similar in Blender, and came up with this:
test (and poorly done) b/w texture paint is in the lower right. In the left node editor, you can see that I have my two standard material setups, 2 of the texture image, both linked to a mix RGB (again, black / white), and that lastly added to the mix shader. End result in the upper right seems to behave as expected.
My question is, is there a better way to accomplish this? Would increasing the number of available materials just be a matter of duplicating the mixrgb and mixshader nodes? Hopefully this makes sense, and thanks in advance!