Blend Materials
Updated: 12 May 2025
Mix multiple materials together into one material.Updated: 12 May 2025
Mix multiple materials together into one material.This node allows the combination of various materials to form one complex blended material. An input image or Shading node can then be used to control transitions and blends between materials based on the value of the mask source.
The output material can be applied to any node which accepts a material input, such as 3D Objects, Particle Trails, or a Procedural Raytracer.
Parameter | Details |
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Preview in Viewport | Toggle a preview of the Material on a sphere in the Viewport |
These properties control the blending of materials.
Parameter | Details |
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Alpha | Value to blend through the input materials. |
These properties control attributes of the material.
Parameter | Details |
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Use Displacement | Enables the use of displacement mapping for the material. *Requires an input displacement map |
Displacement Offset | Adds an initial offset to the displacement. |
Displacement - Use Polygon UVs | TBC |
Ambient Occlusion | Enables the input ambient occlusion map of the material. |
These properties allow textures to modulate the surfaces. Textures connected to the materials relevant input properties will overwrite these textures.
Parameter | Details |
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Alpha Map | A grayscale map that controls the transparency of the material. Black areas are fully transparent, white areas are fully opaque, and gray values create semi-transparency. |
UV Texture Filter Mode |
Determines the algorithm used for sampling texture pixels when viewed at different angles and distances.
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Texture Mip Bias | An offset that adjusts which mipmap level is used for a texture. Negative values can sharpen distant textures, while positive values can blur them. |
These properties control how the material applies to the mesh UVs.
Parameter | Details |
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Alpha Map UV | Select the UV to use for the alpha map. |
UV Scale X | Scale the UV texture along the X axis. |
UV Scale Y | Scale the UV texture along the Y axis. |
UV Offset X | Offset the UV texture along the X axis. |
UV Offset Y | Offset the UV texture along the Y axis. |
Texture Wrap Mode U |
Controls how textures used by the material are wrapped when the U value range exceeds 0 to 1.
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Texture Wrap Mode V |
Controls how textures used by the material are wrapped when the V value range exceeds 0 to 1.
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UV Remap Filtering | Enables filtering for remapping UV’s. Only functions with eligible textures. |
These properties control how the material interacts with lighting.
Parameter | Details |
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Lit | Determines if the material is affected by lights in the scene. When disabled, the material appears fully lit by its own colour and texture, regardless of scene lighting. |
Shadows |
Defines how the object interacts with light in the scene.
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Raytracing Settings |
Determines whether the material uses the scene’s global raytracing depth settings or custom values.
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Max. Diffuse Depth | Limits the number of times a ray can bounce off diffuse surfaces, affecting indirect lighting quality. |
Max. Glossy Depth | Limits the number of times a ray can reflect off glossy or specular surfaces. |
Max. Refraction Depth | Limits the number of times a ray can pass through refractive (transparent) surfaces. |
These properties control how the material interacts with the properties of the geometry it is applied to.
Parameter | Details |
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Polygon Sidedness |
The orientation of the polygon’s faces.
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Flip Polygons | Flips the orientation of the polygon’s faces. |
Smoothing Angle | The angle at which shading transitions occur. |
Wireframe | Displays the material’s geometry as a wireframe. |
Name | Description | Typical Input |
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Materials | Input for materials that you want to blend. | Material |