I have a texture that is scaled up to about 50x or so, and want to texture paint a B&W factor onto it so I can another texture. However, the texture paint is inheriting the same uv map and is tiling the edits, nearly crashing blender every time. How do I have individual texture maps, and have it so that each texture uses the right one? I dont want to use mapping nodes because the scaling isn't to a discreet value and the model is to complex to eyeball it. Can anyone point me in the right direction?

Sorry if this is a bad question.

  • 4
    $\begingroup$ There's an Input > UV Map shader node that lets you select separate UV maps for different textures in a shader tree. $\endgroup$
    – Robin Betts
    May 14, 2021 at 13:08
  • 2
    $\begingroup$ Wow...did not expect the answer to be that simple...But thank you anyway :D $\endgroup$
    – Relevred
    May 14, 2021 at 13:17


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