i am using glsl texture stencilling and i have run in to a problem. I want to have a grass texture with a rock texture underneath, but i want each one to have a diffuse, normal, and specular map. None of the tutorials i have found tell me how to do this, does anyone know how?


I assume you are using the blender internal renderer
Create separate materials up for the grass and rock.
Then use another material using material nodes to mix these two separate materials with the stencil as a factor.
See the attached .blend file.


stencil.blend (217 KB)

thanks for the response but i am using the game engine (GLSL) not the render engine