I am trying to start using the component builder in h19 to author usd assets for my asset library. This seems like a super cool way to do things, but I am bumping into a few issues I currently cannot figure out.
So, inside the material library creating one material x for karma, one rs material for redshift, use a collect node and then, in the viewport, switch between the renderers works.

Now comes my issue: I have an object consisting of multiple seperate meshes. These meshes has primitive groups with names according to what they are. Now I want to set up multiple materials, say 1 rubber mtl, 1 plastic mtl, 1 metal mtl, and assign them to the various meshes of this object as needed. In the component material node I can hook up primitives to materials using geometry subsets derived from my group, in the multiparm, to add as many materials as I need. That works as long as I am only using my material x for karma.
However...
How do I now set up the same amount of materials for redshift in such a way that when I switch my renderer in the viewport I switch to the redshift materials that are supposed to use the same "groups"/subsets?? Because by setting up the material assignments manually they seem to override everything.
Is there a way to solve this issue INSIDE the material library such that everything can be wired to a collect node and work as when you have only to switch between two materials that are assigned to the whole object? In other words can I get access to my groups/subsets inside the material library? Or is there another way to do this?
Also, can one chain together several collect nodes? As in when one has to use a collect node to pipe in displacement but need more collects to grab the materials from other render delegates?
Thanks,
Dag

