How to overlay Slots on single object I'm trying to set up an object for product visualisation inside Eevee, I'm used to C4D materials along with using mix shaders to overlay decals in blender. However I need to be able to change a fabric material separately to a decal without duplicating the same adjustments in multiple node shaders.
So as far as I understand it, I need to have 3 slots used (1 is for particles so unless there's an issue with 3 slots being used on one object, it's an irrelevant slot).
The slots are (in terms of a layered approach from outer most layer to the base layer):
Slot 1: Decal/print material
Slot 2: Particle slot (for fuzz).
Slot 3: Fabric material
Basically, doing this means I can adjust the position &amp; decal/print texture of the print layer &amp; change the fabric material separately, ie one change of the print shader material can be left along as I swap or change the fabric material.
Currently, I can use the slots with the setting set to alpha clip to show either the print + fuzz, or the fabric + Fuzz, but not the Print + fabric + fuzz.
The only alternative I currently have is to create node groups for every fabric inside one material shader, and use the mix shader node for a node group for every print I'd require, however this seems very unintuitive for the required use.
PS: I'll edit with photos when I'm at the computer next, or post them below.
Thanks in advance. I'm coming from C4D, and am used to being able to layer materials in that. I'm assuming it is possible in blender other than just using mix nodes, I've seen tutorials on applying slots to geometry, but that isn't an option given this is for clothing objects. I know multiple UV maps can be used on the same object, but not sure if that makes a difference for slots.
Thanks again.
Update:
These are the original setups:







This is the Print shader used in slot 1, it has the settings set to alpha clipping to hide a black &quot;nothing&quot; colour, shows the fuzz texture from the hair particles, but not the fabric material from the other slot
This shows the fabric material when used in slot 1 along with the particles, but not the print layer from another slot.
This is how they look when using the mix shaders to blend with alpha mask (the intended look)
These are the group nodes for each slot when reduced to 2 slots (one for the materials, one for the particles)
These are examples of the fabric and print node setups inside each group
Disclaimer: as the question is about workflow, maybe we'll have to change some things about this answer depending on the OP needs. We'll see.
Disclaimer 2: If you are not using the node wrangler add-on yet, that's the time to start. It makes node-inspecting much easier.
I think you can't (and you won't): layering is in the material.
This is the setup I would use for this situation:

The first node (or gruop of nodes) is the shader of the non-decal(layer1), then you have a second node that basdically overlay the shader of the decal in the right places (inside there's a mix shader node and another shader group as shown below) (layer2)

Other shaders have a similar setup: a shader (layer1), if you need the decal, you just add the Decal node (which is the same for all the materials) (layer2).

I would change the material of the model in the material slot on the right. Remember to enable Fake user, or you'll lose them at quitting.


So basically, my &quot;Decal&quot; material is not a material, but a Node Group that contains a shader. Layering happens inside each node group. This way blending can be animated for example linearly, with a mask, ecc... it's more flexible.