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How can I add a second material as a decal?

I am needing to export to collada with 2 materials. The first material is a base texture build up with the principle shader. The second texture is a decal. I need the decal to be in the 2nd material as when I export it into scenekit. I would like to swap-out material 2 with anybitmap the user chooses in the app. But I will me ensuring that user material is always at the correct UVmap.

So I have created two UVmap as per this answer.

Texture mapping with multiple UV maps

in blender 2.8 the only texture properties I am seeing is a brush. So I've made the decal a brush but I'm not able to apply it.

enter image description here

As you see in the image above, there are two canvas pictures. The one in the back has the "painting" material applied before creating a 2nd UVmap. The canvase in the front has it applied but there isn't a decal.

I have seen the cycles/node editor where you use a 2nd texture and mix the color and alpha fracture into the base texture, resulting in a decal. mixing textures, same material But that is all in the same material. I need 2 separate materials.

I've created 2 shaders, each shader is using the appropriate UVmap.

painting shader base shader blendfile

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  • $\begingroup$ Possible duplicate of: Add a transparent image on top of a material $\endgroup$ – cegaton May 4 at 15:50
  • $\begingroup$ @cegaton Are you saying that can be applied to two materials? That's answer was showing the color mixers which I mentioned in my question I was aware of. $\endgroup$ – mushcraft May 4 at 19:54
  • $\begingroup$ You can use the image to mix different shaders, as explained in the link. $\endgroup$ – cegaton May 4 at 20:03
  • $\begingroup$ I've managed to get a variation working after I changed my first shader to a group and added it to my second shader and done the mix in there. I am figuring out exporting before I'm totally sure if it worked as I had hope. $\endgroup$ – mushcraft May 4 at 23:53

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