correct! it was quite easy to apply this method to just about any simple uv mapped mesh so long as you limit how many colors you use to define your shaders as it could be quite cumbersome defining more than 5 color/shader values…
but again, the model i use is for rapid prototyping and the colors never change. so once this is configured it is easily applied and re-applied to new imports.
if you look at the uv map in post #8 you can see it contains four different colors of the various layers on the printed circuit board.
1.silk screen layer
2.solder mask over garolite layer
3.solder mask over copper clad layer
4.bar copper clad layer (also sometimes gold plated)
to achieve the effect of that last render i simply used wave textures fed into the shades normal map.
it was the only way i could see to use this model as the mesh was inconsistent with the uv map and i really wanted to use shaders for this.
however displacement is nearly impossible unless someone knows how to fix that mesh a little so it could be subdivided???