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I am trying to put dirty material over a concrete material in cycles. Now I am trying to do this using a color ramp and a mix shader, but I don't know if this is the only way or best way to do this. How can I mix these two textures together?

My first way:

enter image description here

The concrete texture and the grunge texture:

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  • $\begingroup$ Use a mix shader with two diffuse and your textures as input. $\endgroup$ – user1375 Sep 30 '13 at 18:40
  • $\begingroup$ If those are the actual sizes of the texture you are using, just on the side note you will want to keep in the power of 2. Example 256 X 256 pixel, 512 X 512 pixel and 1024 X 1024 pixel. You can read up more about it. $\endgroup$ – hawkenfox Dec 31 '15 at 17:26
  • $\begingroup$ Related: blender.stackexchange.com/questions/33342/… $\endgroup$ – Mentalist Mar 30 '16 at 20:04
  • $\begingroup$ If you see an answer that solved your problem, please accept it. Thanks! :) $\endgroup$ – R.M Feb 6 '18 at 17:38
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From your nodes setup, it looks like you're trying to mix the original shader with nothing. While this is technically possible it is not the cleanest way to do things.

You don't actually have to create a new shader and use the mix shader to mix two textures. There is a node called MixRGB which can mix two textures, without creating a new shader each time.

There are a few ways to mix a dirty texture onto another texture. Here are a few:

  1. The most basic setup is just a basic mix: enter image description here

  2. If you change the mix type you can get a few different effects:

    Overlay enter image description here

    Multiply enter image description here

    Darken enter image description here

  3. However, it looks like you want more control over what values are being effected (you're using a color ramp). So you can use the texture as the color ramp and as the texture itself (ignore the MixRGB on the bottom. That just makes it blue so it's easier to see): enter image description here

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    $\begingroup$ On the other hand, if you do Mix two different shaders, you can give them different properties (rough concrete, anisotropic grunge, for example). $\endgroup$ – wchargin Dec 20 '14 at 21:16

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