Layered Material System – Stack multiple texture layers per material slot

The ability to stack multiple texture layers within a single material — similar to how Photoshop handles layers, or how Unreal Engine 5 handles blend materials with Megascans.

Concretely, this would mean being able to:

  • Overlay a secondary normal map (micro-detail / imperfections) on top of a base normal map, with independent scale and intensity controls
  • Add a dirt/wear mask layer on roughness or albedo without having to bake it into the source texture beforehand
  • Blend two albedo textures using a mask map (black & white) to drive transitions between materials on the same surface (e.g. concrete + moss, plaster + stains)
  • Control each layer’s UV scale independently (large-scale base texture + small-scale detail overlay)

Why it matters:

Right now, achieving this kind of surface complexity requires pre-compositing all layers in Photoshop or Substance before importing into D5. This breaks the non-destructive workflow — any change to the base material means re-exporting and re-importing textures.

A layered system inside D5 would allow:

  • Faster iteration directly in the viewport
  • Reusable imperfection overlays applied across multiple materials (fingerprints, dust, weathering)
  • More photorealistic results without increasing texture file count or external round-trips

This is especially relevant for architectural visualization, where surface aging, material transitions, and fine detail variation are critical for believable outputs.


References / prior art:

  • Unreal Engine 5 — Blend Materials with vertex paint
  • Corona Renderer — Multi-layered material with mask-driven blending
  • V-Ray — VRayBlendMtl
  • This has already been requested here: Multi-layered texture (2023) and Multilayer materials (2024) — consolidating those requests here with more detail.