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07-848 2005

V-Ray for SketchUp

Layered

This page provides information on the V-Ray Layered Texture.

Last updated 1 September 2026

This page provides information on the V-Ray Layered Texture.

Overview

The V-Ray Layered Texture lets you stack multiple textures on top of each other to mix their output. The result of each layer depends on the blending mode with the next layer in the stack. You can also use a mask to control which parts of each texture are visible in the final render.

Keep in mind that the “upper” layers have higher numbers. For example, Layer[1] is the bottom layer.

UI Paths

||V-Ray Asset Editor|| > Textures (right-click) > Layered

||V-Ray Asset Editor|| > Create Asset (left-click) > Textures > Layered

Parameters

Add Layer – Adds a layer in the stack.

Color/Texture – Select the color or texture to be used in the layer.

Blending/Opacity – Specifies how the layer blends with the result from all layers below it.

Blend Mode

Description

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.

Soft Light

Darker pixels become darker where the FG is dark and brighter pixels become brighter where the FG is bright.

Hard Light

Spotlight is 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.

Hard Mix

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.

Examples

The following example illustrates a Layered texture used as a Diffuse map in the Brick wall material.

Layered texture with a Base layer only.

Additional layer with a Gradient map

Blending Mode

= Color,

Opacity

= 1

Additional layer with a grey color and an Opacity map

Blending Mode

= Darken

Additional layer with Dirt texture

Blending Mode

=

Multiply, Opacity

= 0.85