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Save the material, apply it to your surface in Hammer. Make sure the surface is suitably subdivided, next use the vertex paint tool to paint and blend layers.
Once you have painted an area in Hammer you can experiment with the parameters in the Material Editor to tweak the look.
If I were to create a reveal mask, I assume it would be a gray-scale image and should probably reflect the contours of the base layer. So, for example, if I were to make a cobblestone road with a second layer of dirt and sand, I might set the crevices between the stones to a certain value to make the sand accumulate more there. Is that correct? If so, which value (black/white) corresponds to a higher reveal level?
The reveal mask works exactly as you describe it. Darker colors correspond to revealing the layer earlier. Here is an example for the cliffs in my ski slope.
https://i.imgur.com/GxvT7MW.jpg
https://i.imgur.com/9NHpce2.png
https://i.imgur.com/f1gdp3A.png
SteamVR Home is designed to handle photogrammetry meshes with a polycount of millions though, so high res meshes shouldn't be an issue.
Not sure if polycount has much impact on using complex shaders. I'd imagine the number of pixels drawn on the screen is a bigger factor.
The main limiting factor on modern systems seem to be the number of draw calls. You can see the count in the Perf Stats window in Hammer, accessible from View->Toolbars. seems like Source 2 does at least one draw call per material per object, so using single materials on props and merging meshes using the same material (as long as it doesn't affect visibility) seems to be the way to go.
I just noticed that I had a ton of draw calls on the log cabin on the ski map. I had each log as a separate Hammer mesh, and merging the walls into one made it go from around 600 calls to about 120.
Merging meshes should really help with my map. A lot of my vegetation is made up of grouped modular meshes that each use the same material. But what did you mean by "as long as it doesn't affect visibility?" I right-clicked to merge some of my meshes. The engine recognized them as a single mesh, but I didn't see any physical change to the topology.