I am generating layered patterns using procedural textures. that is easy enough in a single material using
mix shader nodes.
what I would like to achieve though is to be able to render this, with each pattern as a separate pass, so that I can make manual adjustments to each individual layer in photoshop afterwards.
so my first thought was to simply split up the node setup into two different materials:
as you can see, this does not work. I would like to understand why, and what the correct approach would be.
the only alternative I was able to came up with, is to write a script that renders the object several times, but only with one material assigned. afterwards I'd have to combine the separate output files in a layered photoshop file.
I'm using the blender 2.8 beta, by the way.