The Layered texture node offers stacking of multiple textures on top of each other in order to mix their output. The result of each layer depends on the blending mode Blend Modewith the next layer in the stack. You can also use a mask to control what parts of the texture appear in the render.
Note that the "upper" layer at the top is the one with higher the highest number. That is, Layer[0] is the bottom layer.
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Add/Remove Layerbuttons – Adds or removes a layer in the stack.
Enabled – Switch on to use the layer in the stack. When disabled, the layer has no effect on the output.
Texture – Select the texture to be used in the layer.
Mask – Select a texture map to be used as a mask.
Blend Mode– Specifies how the layer blends with the result from all layers above it:
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When adding a new layer, it is placed on the bottom of the stack and it is considered the foreground (FG).
The result of all layers above it is considered the background (BG). Layers are applied from the top to the bottom.
Where darker and lighter pixels are mentioned below, it is in relation to mid-grey.
Blend Mode
Description
Normal
Displays the current layer (FG) on top of all layers (BG) without blending. This is the default.
Average
The average of the current layer (FG) and the result from the layers below it (BG).
Add
Adds the FG to the BG.
Subtract
Subtracts the FG from the BG.
Darken
Compares the FG to the BG and takes the darker pixel values of the two.
Multiply
Multiplies the FG by the BG.
Color Burn
The color of the FG is applied to darker pixels in the BG.
Linear Burn
Same as Color Burn but with less contrast.
Lighten
Compares the FG to the BG and takes the lighter of the two.
Screen
Makes both light and dark areas lighter.
Color Dodge
The color of the FG is applied to lighter pixels in the BG.
Linear Dodge
Same as Color Dodge but with less contrast.
Spotlight
Same as Multiply, but with twice the brightness.
Spotlight Blend
Same as Spotlight, but additionally brightens the BG.
Overlay
Darker pixels become darker where the BG is dark and brighter pixels become brighter where the BG is bright.
Softlight
Darker pixels become darker where the FG is dark and brighter pixels become brighter where the FG is bright.
Hardlight
Spotlightis applied to pixels where the FG is dark and Screen is applied to pixels where the FG is bright.
Pinlight
Replaces the BG colors depending on the brightness of the FG color. If the FG color is lighter than mid-gray, BG colors darker than the FG color are replaced and vice versa.
Hardmix
Adds the FG to the BG and for each color component returns a value of 255, if the result is 255 or greater, or returns 0, if the result is less than 255.
Difference
Compares the pixels in the BG and FG and subtracts the darker pixels from the brighter ones.
Exclusion
Same as Difference but with less contrast.
Hue
Uses the hue from the FG , while the value and saturation are taken from the BG.
Saturation
Uses the saturation from the FG, while the value and hue are taken from the BG.
Color
Uses the hue and saturation from the FG, while the value is taken from the BG.
Value
Uses the value from the FG, while the hue and saturation are taken from the BG.
Opacity – Adjusts the transparency of the layer in a 0 to 1 range, where 1 is fully opaque and 0 is fully transparent.
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Properties
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Color Mult – Specifies a strength multiplier for the texture color.
Color Offset – Color corrects the texture by adding the the RGB color values specified here to the RGB color values in the texture.
Alpha Mult – Specifies a multiplier for the texture alpha.
Alpha Offset – Specifies an additional offset for the texture alpha.
Invert– When enabled, inverts the resulting texture color.
Invert Alpha – When enabled and Invert from Color Tweaks is also enabled, the resulting texture alpha is inverted as well.
Allow Negative Colors – If disabled, negative colors are clamped. Enable to allow negative colors.