I created a number of image textures that I want to show up on top of one another and controlled by individual UV maps in the same material.
The problem arises when I try to layer two textures – they each show up as a function of the “fac” slider (ie overlayed) but I need the non-Alpha-channel bits of each one of them to be completely opaque.
Is there a node setup to help with that?
Ideally something that could work with up to 8 textures so it would be a valid alternative to a material I made for the Blender Internal Render in 2.79
I’m not using eevvee but there are multiple answers here about the different transparent settings of eevee (and the maimum of textures). You may also have a look at docu ( Rendering » Eevee » Limitations)?
Game creators use this process in packed DDS files …and it is multiple textures over the texture with alpha…In EeVee it would need a true alpha channel with texture.
Like in this the actual face color and detail is Baked to the Alpha Chanel… and this is what needed to be done to get it applied in Blender…
That node setup looks complicated!
Well, nothing new here.
I will post my reults as soon as I try it.
@RSEhlers I will use the textures to create a flexible building construction kit. ie base colour > transparent brick outlines > windows etc.
basically a strictly 100 per cent on/off setup (for now).