This page provides information on the V-Ray Mix (Operator) Map.

**Page Contents**

**Overview**

The Mix (Operator) texture map allows us to compose two textures together using one of the provided blending modes. The example shown here has a pale colored cracked paint texture in **Texture A** and a metal texture in **Texture B** with the **Operator** set to **Multiply (A *B)**.

Mix (Operator) is called Composite in all versions until V-Ray version 3.60.

**Parameters**

**Texture A (bottom)** – Specifies the first of the two textures that will be blended.

**Texture B (top)** – Specifies the second of the two textures that will be blended.

**Operator** – Specifies the blending operation from a list of different blend modes.

**Add(A+B)** – Simply adds pixel values of one texture with the other. In case of values above 256 (when in RGB), white is displayed.**Subtract(A-B)** – Simply subtracts pixel values of Source B from Source A . In case of negative values, black is displayed.**Difference(|A-B|)** – Subtracts Source B from Source A, to always get a positive value. Blending with black produces no change, as the RGB values for black are (0, 0, 0). Blending with white inverts the picture.**Multiply(A*B)** – Multiplies the numbers for each pixel of Source A with the corresponding pixel for Source B. Because simple multiplication can get values as high as 65025, which is far higher than the maximum allowed value of 255, the result is divided by 255. The result is a darker picture. Formula: Result = ( Source A Color) * ( Source B Color) /255.**Divide(A/B)** – Simply divides pixel values of Source A by the corresponding values of Source B.**Minimum(Min{A,B})** – Takes the darkest value for each pixel from each source.**Maximum(Max{A,B})** – Takes the brightest value for each pixel from each source.

**Common Uses**

V-Ray Mix (Operator) Map result - **Multiply (A*B)**

Texture A

Texture B