---
title: "Layered"
canonical: "https://documentation.chaos.com/space/VSKETCHUP/109794482/Layered"
format: markdown
---
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 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