When I edit my textures (color, spec, normal etc.) in cycles I can only see the texture that I am currently editing.

Sometimes when I edit one specific texture, e.g. when I edit the bumpmap, I want to see all the other textures to get the best result.

In blender internal it is possible by using GLSL shading. Is there a way to do that in cycles as well?

All textures are mixed with mix nodes. The last mix node is connected to a Shader Output node. Cycles renders everything correctly, therefore the node setup is okay. However, I cannot see all textures together in 3D View.

Can you help me?

  • $\begingroup$ Does setting the viewport shading to Textured work? $\endgroup$ – gandalf3 Nov 21 '13 at 6:33
  • $\begingroup$ The material view port view displays different results than cycles renderer. Therefore i cannot use this for texture painting. Ambient occlusion seam to work, but no spec, norm and bump. $\endgroup$ – grenzfrequence Nov 21 '13 at 14:03
  • $\begingroup$ Texture view port only displays actual selected texture node of material node editor. $\endgroup$ – grenzfrequence Nov 21 '13 at 14:17

You could try the viewport shading to Material, it will display image textures as mixed in the shader node setup:

enter image description here

From the wiki:

Material: a simplified version of the entire material is drawn using GLSL shaders. This uses solid lighting, and also is mostly useful for editing, painting and mapping textures, but while seeing how they integrate with the material.

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