So, I wanted to draw scratches on the car. I mixed two shaders (the first shader is car paint, the second shader is scratches). Then I putted ‘separate color’ and ‘color attribute’ nodes to the factor of the mix shader. I assigned the attribute in the vertex paint mode and then, when I started drawing, some color came up with scratches. But I want that the car paint came up instead of this gray color. Please help me to solve this problem.
It appears you are seeing the scratch material through a mask that extends beyond the actual scratches. I looks like you made the mask with vertex paint, which can’t accomodate details smaller than the faces of your mesh. Can you post a screenshot of your material nodes?
So, If I understood you, I should put the scratches to the factor? The first material in my case is car paint, but what’s the second material if I’ll put the scratches to the factor
I’d suggest a version of your car paint that has a slight discoloration that would look like what you expect the scratches to look like, perhaps even a bare metal texture that would show with rust similar to what Modron shows in his example.
A modified duplicate, yes. You won’t see anything different if you use the same exact shader, but you might experiment with turning up the roughness and adjusting the color a bit so that it shows as what you see in a real car paint that has been scratched and started to rust.