Cycles multiple texture.

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.

fac 0.000

fac 1.000

how can I make them both render 100% opacity? please help.

by the way the other texture has transparency on it so I want it on the top of the other texture.


Attached is a Blend file showing one way (that seems to work) for Cycles.

Also see screen shot.

The file basically have 2 uv images, one a series of red dots with a white background. Overlaid on top of that is another uv image green dots with a transparent background.

Multi-LayerUV.blend (588 KB)

Yes, @AIBlender example is alright. If your image has not alpha channel you will need a black and white version of that file to use it as mask or as mix factor.

Thanks man, but would you mind if I ask, how about if I got 3 or more texutures that I want to add?

I’m confused :frowning:

I hope this help you:

All image files are RGB (not RGBA), so there aren’t alpha channels. In the mask file, white color means factor value 1.0, and black means 0.0. Gray is an intermediate value.

Also this is the trick I used in my camouflage procedural material to make the color pattern.


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.

3 Layer UV (Red,Green,Yellow).blend (140 KB)

Update here is a even simpler version of the 3 layer uv texture (first had a few nodes you didnt really need):

3 Layer UV (Red,Green,Yellow) Version 2.blend (139 KB)

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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,

Here is an optimized setup –

DoubleBishop - Awesome thats a lot faster.

So I should always keep using color (yellow sockets) as long as possible before I have to convert to green (shader surface); At least when all I am dealing with is bitmapped images.

Good to know.

Updated your Blend file (because my red dots image didn’t have any transparency). So now your base color select will work as expected.

3 Layer UV-optimized (Version 2).blend (147 KB)

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 freakin Helpful man! thanks.

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.