You would use a blend node in Maya and a b/w grunge map to control the actual blend value. The attached image shows a quick example...two different texture files and respective bumpmaps plugged into two blinns plugged into the blend node. Then theres a grungemap I painted in photoshop controlling the blend node's alpha setting.
Anything can be intensive...depends how complex things get and how much has to be calculated. For what you want to do and what is being done in the 3dtotal examples the blend node is really what you're looking for.
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