Hi I’m studying multiple texturing in blender CYcles. I’m trying to do it with two UV maps.
I got two textures, but when I mixed it with mixed shaders It only allows me to render 100% opacity of one texture.
by default the mix shader is set to .500 where in both textures render half opoacity. when I set it to 1.000 one texture render 100% opacity and when I set it to 0.000 the other texture renders in 100% opacity.
Attached is a Blend file showing 3 layer uv texture mapping. Consists of 1st layer of red dots which a white background (not transparent). 2nd layer is of green dots that have a transparent background. 3rd layer red dots with a transparent layer.
These are simple colour operations, not complex operations, which means you shouldnt be having all these BSDF nodes / mix shader nodes… as each one of these nodes is slow compared to colour operations,
Exactly, try to have as little BSDFs as possible in your network, if you have 2 or 3 of the same type, you can usually combine them into one and is a hell of a lot faster (only in very specific setups you wont be able to)
This is close to the same issue that I seem to be running into. However, I’m trying to combine a head UV and a body UV to be 100% opaque. It’s really close with the use of the trick posted on 22-May-13, 05:23, but the opacity is around 50%.
I’m still browsing the forums, but if someone knows a solution to this it would be greatly appreciated.