Metallic multiply shading works in Eevee render but not Cycles? Ive got 2 different meshes for one armature, one for base textures, one to give some parts of that texture a metal shine using a mask to avoid the non metal bits. In Eevee this works fine as I can set the metal shader to blend mode multiply, but Cycles doesnt have the blend mode, how can I work around this to use Cycles?
I ended up splitting the shader into places that need metal and places that weren't metal using a texture as a mask, then combined them into the same mesh and used a mix node.