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I am trying to create a light source that has some dirt/grime on it. I am using an emissive material for the light and a principled shader for the dirt. I am trying to texture paint over the emission shader but my texture paint won't show up with my current node setup. Does anyone have any advice?Node SetupTexture Paint

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  • $\begingroup$ It's showing up, but it's wrong, and it's being drowned out by your emission. Don't add shader. Mix shader instead. What fac? Where there's grime, mix to Principled; where there's not, mix to Emission. How to define where there's grime? Maybe an image texture would be a good idea, plug it into mix shader fac, but you can define it any number of ways. $\endgroup$
    – Nathan
    Commented Jan 11, 2023 at 23:55

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In order to mix the texture paint with the emission shader, I simply plugged the image texture directly into the fac of the mix shader and used an invert node. Light Node

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