How to show input from both UV maps in solid shading mode?

Hi! I’m working on this character. He has two UV maps, one for his head (including horns, teeth, and ears which are separate to the main body mesh) and one for his body. I find it more forgiving on my computer to work on texture painting him in the solid shading mode lol!

But I’ve found that even though I’ve mixed the imput from both UV maps and their textures this happens:

I was just wondering if it’s possible to see the layered result like in the render in the solid shading mode? I don’t have any problems with the textures, but because I want this character to keep the separate texture for the head and I plan to go on with a painterly look, it’d be helpful to have both of the “layers” show up at once. Thanks in advance! :]

Hey gutzzz, welcome to BA!

I’m not 100% sure, but I don’t think this is possible. None of my searches came back with relevant info, and I couldn’t get it to work myself fiddling around with different setups/settings. :slightly_frowning_face:

Could you post a screenshot of your EEVEE settings? Maybe it’s possible to adjust them so material preview mode works for you instead of whatever this is you are trying to do.

I couldn’t find anything either so I had a suspicion it wasn’t possible, but oh well! It’s nothing critical, I hope they add that at some point, at least for the Workbench settings or smth!

It won’t let me upload images for some reason - so hang on w that - but I don’t think the settings should be a problem because the model will be unshaded for now(I’m gonna paint in some ambient occlusion and shadows, think the Arcane style), I just had it with a Principled BDSF in the picture so the solid color areas were clearer while I was cleaning him up so performance isn’t a big issue yet. It’s not a big problem to have the material preview mode on but I was just wondering if the solid shading mode allowed it lol!

You can reduce viewport samples and other settings to speed it up a bit if it lags. Material preview mode is designed for displaying materials and textures, solid mode is designed to be well… solid.

In Solid mode, only one Image texture is supported.
But this Image texture can be made of several images if it is an UDIM tiles texture.

UDIM allows to map different UV Islands to different tiles referring to different images.
So, to do that, you just need one UVmap.

If you want to see a mix of two textures, in viewport, you have to use material preview mode or rendered mode.
Or you have to bake them, into a third texture, using a third UVmap, to satisfy support condition of only active texture being displayed in Solid mode.
You can have an Image texture node not connected to shader in Node Editor, not rendered by EEVEE or Cycles and only used by Solid mode.