Cycles - How to combine diffuse image texture and material?

I created material and have diffuse image texture, which i apply via UV coordinates. I try to combine material node and diffuse texture node via MixShader but it just mix material and texture, while i need texture above material. Can someone help me? How do i properly do this?

A texture node is basically a color and can be connected to the color input of a shade node (diffuse or anything else).
That said, you can use any color node (an RGB value or any texture node) as well. All these color nodes can be mixed via a color mixer.
A mixer of BSDF shader nodes is different.

Post an image of your node setup.

First you need to understand better.
The material you have created says blender what to do when the light touches the object, a Diffuse Shader is basically a mathematical equation that describes how light behaves on a certain type of surface, you can tell blender to not use an uniform color by adding a texture, this texture needs to be connected to the color input of the node. Like this:
http://s30.postimg.org/l664qg30x/matscreen.png

With a MixShader node you mix 2 types of surface, like a non reflective surface as a Diffuse Shader, and a Reflective one like a Glossy Shader, it’s not meant to be used with image type of data.
In the nodes you can see different colours in the output and input points, usually you will need to connect color-to-color nodes, like the image before, The output of the Image Texture node was a Yellow dot, the Input of the Diffuse Shader node was a yellow dot. In the beginning try to follow these schemes to play around with nodes.

Here’s an helpful page about materials: http://www.chocofur.com/6-shadersamptextures.html

Thank you for help, i really appreciate it. But i understand concept of materials and textures. All i need to know is how to combine it in Cycles. Here is my node setup. http://dropmefiles.com/YssWk This is how I do it in Cycles? (I packed all in *blend file)

What do you mean “combine”? To mix materials you use a mix shader node.

Yes, but you can optimize it, you have connected the UV output from the Texture Coordinate node to the Vector input, and this is perfect, but by default blender uses the UV to display a texture, so if you’re not planning to modify it with a Mapping node then you can also not use it, blender will take it as default.

Btw, did you take a look at the page? :slight_smile:


Was this the idea?

2eppo Yes! It was the initial idea. Thank you!
Thank you all, for your help, i’ll look through the link you give me, but today i’m too tired.

Thank you again, for this great tutorial on Cycles http://www.chocofur.com/6-shadersamptextures.html It is just great. I learn so much.