Skip to content

Texture Layer

Gerard Martin edited this page Jun 19, 2026 · 6 revisions
image

Combine multiple Textures into a single Texture, layer by layer using the specified blend effects and masks.

Blend effects

The available effects are listed below. Formulas are applied per color channel, with B = base channel value and L = layer channel value, both normalized to the 0–1 range and R = results clamped to 0–1:

  • None: no effect; the base is kept unchanged. R = B.
  • Blend: the layer replaces the base (a straight overwrite). R = L.
  • Multiply: multiplies base and layer, so the result is always darker — a white layer leaves the base unchanged, a black layer turns it black. R = B * L.
  • Screen: the inverse of Multiply, always lighter — a black layer leaves the base unchanged, a white layer turns it white. R = 1 − (1 − B) * (1 − L).
  • Overlay: combines Multiply and Screen driven by the base — darkens the dark areas and lightens the light ones, boosting contrast. R = 2 * B * L when B ≤ 0.5, otherwise R = 1 − 2 * (1 − B) * (1 − L).
  • Soft Light: a gentle, low-contrast version of Overlay; the layer softly lightens or darkens the base. R = (1 − B) * B * L + B * (1 − (1 − B) * (1 − L)).
  • Hard Light: like Overlay but driven by the layer — a dark layer multiplies, a light layer screens, giving strong contrast. R = 2 * B * L when L ≤ 0.5, otherwise R = 1 − (1 − B) * (2 − 2 * L).
  • Burn: darkens the base according to the layer, with more contrast than Multiply. R = 1 − (1 − B) / L.
  • Dodge: brightens the base according to the layer, with more contrast than Screen. R = B / (1 − L).
  • Lighten: brightens the base by a proportion of what is missing to reach white (identical to Screen). R = B + L * (1 − B).
  • Normal Combine: blends two normal maps — the base and layer RGB are treated as normal vectors and the base normal is reoriented by the layer (as in Unreal's BlendAngleCorrectedNormals). Not a per-channel formula.

When a Mask is connected, the effect is applied through it per pixel: R = (1 − Mask) * B + Mask * Effect(B, L), so the mask fades between the original base (black) and the full effect (white).

Warning

If the blend mode is Blend and no mask is provided, the layer completely overrides the base Texture and any layer with a lower index.

Note

To apply an effect to a single channel, use the Texture Break and Texture From Channels nodes as seen in the following example: image

Clone this wiki locally