Ulco - when you add some stuff in PR (more separate geometry parts) it would
be something new and would have to be recalculated in case you added it to
the object, because it would be a new part of the previously model, I guess.
zaxxon - Thanks Doug. And now for your question.
If it the cavity-map was the only map to be combined with the color-map (image)
or the color done by PFs I would of course multiply it as usual (with a multiply colour
node). In this case there is - as you most likely have noticed - an AO-map and an
additional cavity-map. So this time I combined them a bit differently.
The transform input shader is set to 'Use world space' so that the PFs are applied correctly
over the the UVed Model.
The AO- map and the cavity-map are combined with a merge shader in the default mode.
Which means the merge mode - merge colour is checked and remains set to mix(normal).
With the mix control you can balance the two maps, either have them equal or one stronger
then the other.
It is done like this, because multiplying both maps leads to a somewhat darker result and
that is not what I wanted.
Have a look.
With the merge shader
With a multiply colour
The same on the colored model.
And since I used rather grayish (no black) maps it was much closer to what I was after.
The whole shader tree - without the greenish stuff - looks like this btw..
Hope that this answers your question. Keep on more questions in case my answer didn't
answer enough.