reason why im talking masking again is because how rolling uv's are useful in different types of situations.
so what rolling uv's are basically moving texture coordinates from a to b, this really breaks up the dullness of a environment / character. take a look at Cortana from the famous halo series, the in game model has rolling uv's.
using material masking i masked out the metallic frame and applied a different material set into the emissive, i basically copied the tech hex pulse material from the library and plugged it into the emissive. To make the texture actually animated, in front of the texture coordinate i applied the panner node, this allows you to make the tiled texture to pan in both X & Y