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Texture Layer

Gerard Martin edited this page Jun 8, 2026 · 6 revisions
image

Combine multiple Textures into a single Texture, layer by layer using the specified merging functions 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 (results are clamped to 0–1):

  • None: no effect — the base is kept unchanged (R = B).
  • Blend: the layer replaces the base — R = L.
  • Multiply: R = B × L.
  • Screen: R = 1 − (1 − B)(1 − L).
  • Overlay: R = B × (B + 2L(1 − B)).
  • Soft Light: R = (1 − B)·B·L + B·(1 − (1 − B)(1 − L)).
  • Hard Light: R = 2·B·L when L ≤ 0.5, otherwise R = 1 − (1 − B)(2 − 2L).
  • Burn: R = 1 − (1 − B) / L.
  • Dodge: R = B / (1 − L).
  • Lighten: R = B + L·(1 − B) — increases the channel by a proportion of what is missing to reach white.
  • NormalCombine: not a per-channel formula — the base and layer RGB are treated as normal vectors and combined (reoriented normal blending, as in Unreal's BlendAngleCorrectedNormals). Used to layer normal maps.

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

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