I want to get the result similar to polygroups in zBrush. I can do a texture and I also can select faces and add a shader to selected faces but that gets messy. Is there a utility node that can get the uv shell and than I can layer it on to one single shader?
MtoA doesn't do anything with UV shells.
Maybe you could write a script that puts some user data on the polygons (eg uv_shell_id). Then you could use that user data to drive the color
As a possible workaround, you may put each UVShell into its own UDIM and put a ramp with desired colors in it with no interpolation between them. Then you put the number of UDIMs into the U scale of the place2d node and you will get the effect you search for.
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