I made a shiny iron-like material (BLENDER INTERNAL RENDER,not cycles),with lotsof specularity and a texture that takes care of the color and another one that makes the bumpmap.
I want to make only certain parts of the iron material dirty. I achieve this by making a stencil texture that masks the dirt texture.
So I can blend in dirt into a shiny texture.
I even can subtract the value of the specularity on places where the speculatiy should be more dull.
The trouble is my iron material has a color ramp for the specularity to achieve those nice lines you sometimes see on reflective iron surfaces.
I want to remove that ramp from the results in the dull,dirty part of the texture.
so ->shiny texture ->ramp specularity
dirty stencilled texture->no ramp specularity
Is this at all possible? or should I achieve this specularity ramp with nodes somehow?
I have not worked with nodes in this setup and it is blender internal.