I'm making a customizable character with switchable skin via driver. It is organized by 9 types of skin and each type with 3 make-up as you can see in the 1st image. A total of 27 images. So the driver property Skin range is 1-9 (bigger group) and MakeUp 1-3 (smaller groups). The problem is it isn't working. If a mute any 3 images, given me 24 images, it works. If I un-mute one of them going back to 25 images enabled, the shader became the magenta error.

So the question is:

  • Is there a limit for number of images in a material?

  • Is there a better way for me to do this? like a Toggle node or something like that. I guess a script node would be the way to go, but I have no idea how to do it.


The node setup Make-up driver rig Skin driver rig

  • $\begingroup$ Hi, were you able to solve the problem? I am having the same problem with a node tree with many nodes and images. The problem only occurs in Eevee and not in Cycles $\endgroup$
    – Noob Cat
    Dec 3, 2020 at 5:13

1 Answer 1


I recently posted a similar question here and had some adequate responses that suggested this is a limitation of Eevee, on both an image texture level, and a hardware limitation.

I saw another post that pointed to this tutorial by Creative Shrimp on a procedural asphalt that uses "layered" materials, to get around the issue in Eevee, but have yet to try it myself.


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