Using alpha data on one material to mask a texture in another material I am currently working with a model that has two different kinds of materials, each containing a texture and each having their own mapping, I want to be able to "hide" the eye texture behind the eyebrow texture and independently move it around using the UV editor.


The model without the eyes.



After I add the eyes, which have separate materials.



And the resulting outcome(edited in Photoshop)

How can I change my node setup to mask the eye material with an alpha texture from the eyebrow material?

And here's the link to the blend file, textures have to be reapplied individualy
The answer is to have a skin texture that uses an alpha channel to leave the area of the eyes out.

The alpha texture can then be used to drive the fac value of a mix shader.
If you want to animate the eyes, you need to change the texture coordinate input.