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Layer Type · Reference

Reference Layer

Reuse one layer’s pattern as the source for others — each with its own blend, opacity, mask and channel routing. It’s how you build a reusable smart material in Blender, with no baking.

One chip mask, referenced into base colour, roughness and bump at once.

What it does

A reference layer doesn’t generate its own pattern — it borrows another layer’s. The shape is shared, but the reference keeps its own blend mode, opacity, mask and PBR routing, so the same source can behave differently in each place it’s used.

Build a wear/chip mask once, then reference it to expose bare metal on Metallic, raise Roughness and add relief on Bump. Edit the source later and every layer that references it updates live — the “smart material” idea, without a bake step.

Why it matters

One source, many channels — edited in one place.

Reuse, don’t copy

Point at any layer and share its shape — no duplicated patterns to keep in sync.

Independent behaviour

Each reference has its own blend, opacity and mask.

Any channel

One driver can feed colour, metallic, roughness and bump separately.

Edit once

Change the source and everything referencing it follows, live.

In practice

One wear mask drives a worn-paint look.

Worn paint
  • Driver a Voronoi / edge-wear layer = the chip mask.
  • → Metallic reference it to expose bare metal on the chips.
  • → Roughness + Bump reference it again for fresh, raised metal.
Good to know
  • Live — no baking, no texture round-trips.
  • Acyclic — a reference can’t point at another reference.
  • Raw or composed — borrow just the source’s raw pattern, or its full composited result.

The layer types

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