I have a zbrush model.
Model has different elements
1. Blade part
2. Root part (blade has growing roots)
3. Bone part (blade has bone / fang similar element)
As i understand in order to texture it correctly i have to have different pollygroups for those parts as i cant have same shader that has glossyness on roots part as roost are not shiny
but i am afraid that it will make those shader connections too sharp like instantly shiny part ends and non shiny part (root part) starts.
Is there a way in houdini to blend those edges somehow?
Here is also a video where i try to explain this