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moonboots
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You don't provide enough details, maybe you could keep one unique UVmap and mix your pictures with a MixRGB node (as explained further), but it might simplify your work if you create 2 different UVmaps:

enter image description here

enter image description here

Now create 1 picture for each UVmap, for the second one keep a transparent background (when you create your picture, set RGB and Alpha values to 0). You can also export the UVmap and work the pictures in an image editor like Photoshop or Krita:

enter image description here

enter image description here

In the Node (Shader) Editor create 2 Input > UV Map nodes and select the 2 different UVmaps you've created, plug them into a Color > MixRGB node (by default choose the Mix mode), plug the 2nd Image Texture's Alpha output into the MixRGB factor. Then MixRGB > Diffuse > Material Output. If you only need one UVmap, skip the creation of the 2 UV Map nodes.

enter image description here

Now your background and your pictures mix on the surface of your object:

enter image description here

You don't provide enough details, maybe you could keep one unique UVmap and mix your pictures with a MixRGB node (as explained further), but it might simplify your work if you create 2 different UVmaps:

enter image description here

enter image description here

Now create 1 picture for each UVmap, for the second one keep a transparent background (when you create your picture, set RGB and Alpha values to 0):

enter image description here

enter image description here

In the Node (Shader) Editor create 2 Input > UV Map nodes and select the 2 different UVmaps you've created, plug them into a Color > MixRGB node (by default choose the Mix mode), plug the 2nd Image Texture's Alpha output into the MixRGB factor. Then MixRGB > Diffuse > Material Output. If you only need one UVmap, skip the creation of the 2 UV Map nodes.

enter image description here

Now your background and your pictures mix on the surface of your object:

enter image description here

You don't provide enough details, maybe you could keep one unique UVmap and mix your pictures with a MixRGB node (as explained further), but it might simplify your work if you create 2 different UVmaps:

enter image description here

enter image description here

Now create 1 picture for each UVmap, for the second one keep a transparent background (when you create your picture, set RGB and Alpha values to 0). You can also export the UVmap and work the pictures in an image editor like Photoshop or Krita:

enter image description here

enter image description here

In the Node (Shader) Editor create 2 Input > UV Map nodes and select the 2 different UVmaps you've created, plug them into a Color > MixRGB node (by default choose the Mix mode), plug the 2nd Image Texture's Alpha output into the MixRGB factor. Then MixRGB > Diffuse > Material Output. If you only need one UVmap, skip the creation of the 2 UV Map nodes.

enter image description here

Now your background and your pictures mix on the surface of your object:

enter image description here

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Source Link
moonboots
  • 167.7k
  • 8
  • 114
  • 181

You don't provide enough details, maybe you could keep one unique UVmap and mix your pictures with a MixRGB node (as explained further), but it might simplify your work if you create 2 different UVmaps:

enter image description here

enter image description here

Now create 1 picture for each UVmap, for the second one keep a transparent background (when you create your picture, set RGB and Alpha values atto 0):

enter image description here

enter image description here

In the Node (Shader) Editor create 2 Input > UV Map nodes and select the 2 different UVmaps you've created, plug them into a Color > MixRGB node (by default choose the Mix mode), plug the 2nd Image Texture's Alpha output into the MixRGB factor. Then MixRGB > Diffuse > Material Output. If you only need one UVmap, skip the creation of the 2 UV Map nodes.

enter image description here

Now your background and your pictures mix on the surface of your object:

enter image description here

You don't provide enough details, maybe you could keep one unique UVmap and mix your pictures with a MixRGB node (as explained further), but it might simplify your work if you create 2 different UVmaps:

enter image description here

enter image description here

Now create 1 picture for each UVmap, for the second one keep a transparent background (when you create your picture, set RGB and Alpha values at 0):

enter image description here

enter image description here

In the Node (Shader) Editor create 2 Input > UV Map nodes and select the 2 different UVmaps you've created, plug them into a Color > MixRGB node (by default choose the Mix mode), plug the 2nd Image Texture's Alpha output into the MixRGB factor. Then MixRGB > Diffuse > Material Output. If you only need one UVmap, skip the creation of the 2 UV Map nodes.

enter image description here

Now your background and your pictures mix on the surface of your object:

enter image description here

You don't provide enough details, maybe you could keep one unique UVmap and mix your pictures with a MixRGB node (as explained further), but it might simplify your work if you create 2 different UVmaps:

enter image description here

enter image description here

Now create 1 picture for each UVmap, for the second one keep a transparent background (when you create your picture, set RGB and Alpha values to 0):

enter image description here

enter image description here

In the Node (Shader) Editor create 2 Input > UV Map nodes and select the 2 different UVmaps you've created, plug them into a Color > MixRGB node (by default choose the Mix mode), plug the 2nd Image Texture's Alpha output into the MixRGB factor. Then MixRGB > Diffuse > Material Output. If you only need one UVmap, skip the creation of the 2 UV Map nodes.

enter image description here

Now your background and your pictures mix on the surface of your object:

enter image description here

Source Link
moonboots
  • 167.7k
  • 8
  • 114
  • 181

You don't provide enough details, maybe you could keep one unique UVmap and mix your pictures with a MixRGB node (as explained further), but it might simplify your work if you create 2 different UVmaps:

enter image description here

enter image description here

Now create 1 picture for each UVmap, for the second one keep a transparent background (when you create your picture, set RGB and Alpha values at 0):

enter image description here

enter image description here

In the Node (Shader) Editor create 2 Input > UV Map nodes and select the 2 different UVmaps you've created, plug them into a Color > MixRGB node (by default choose the Mix mode), plug the 2nd Image Texture's Alpha output into the MixRGB factor. Then MixRGB > Diffuse > Material Output. If you only need one UVmap, skip the creation of the 2 UV Map nodes.

enter image description here

Now your background and your pictures mix on the surface of your object:

enter image description here