The setup is not that complex, it has the typical stuff for color, normal, ambient occlusion and specularity maps. Problem is that there are multiple UV maps, and some of them overlap each other, f.e. the sand overlaps the mountain uv map.
So I try to figure out a) how to limit some of these texture maps properly to separate uvs and b) how to get the normal map to work.
Here is the node setup for the mountain(Gebirge means mountain):
- Notice how I tried to limit all of the image textures with an attribute to the mountain(the uv map is called like the attribute), I didnt use the UV map node it is just still there.
- Notice how I tried to limit the Diffuse and Glossy Shaders to the mountain with the output of the normal map node. This does have an effect, I still don't know if it is correct like this and I don't know if there will be problems with the other textures/UV maps.
- Notice how the normal map is set up, it doesnt work like this.
Now here is a picture of the mountain, don't mind the red spots on the stuff which is not mountain, it's part of its uv map:
Last but not least this is the kind of node setup I want to use to show other textures (of sand and stuff) on other UV maps but all in the same material:
I'd love if someone could maybe give me some live support with this. Like chat or skype, I send you the .blend file plus the textures and stuff. Just send me a PM or chat invite.
EDIT: Now the normal map works with the solution that MrZak provided:
But there is still the problem with the other areas being influenced by the Glossy and probably the Diffuse Shader too. You can see this at the red tinting of the beach cause by the slightly red glossy shader.
I tried the attribute and the uv map node but they wont restrict it to the UV map of the mountain.
You could comment on this if you have a solution but I'll probably post a new question for it.