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Blend Materials

Blend Materials

Updated: 12 May 2025

Mix multiple materials together into one material.

Method #

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 ObjectsParticle Trails, or a Procedural Raytracer.

Parameters

ParameterDetails
Preview in Viewport Toggle a preview of the Material on a sphere in the Viewport

These properties control the blending of materials.

ParameterDetails
Alpha Value to blend through the input materials.

These properties control attributes of the material.

ParameterDetails
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.

ParameterDetails
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.
  • Point : Nearest-neighbor filtering; fast but results in a blocky, pixelated look.
  • Bilinear : Averages the four nearest texture pixels for a smoother appearance than Point filtering.
  • Anisotropic : High-quality filtering that improves texture clarity on surfaces viewed at steep angles.
  • Bicubic : A more advanced filtering method that produces sharper results than bilinear filtering.
  • Oversampling : An anti-aliasing technique that samples the texture at a higher resolution to produce a smoother final image.
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.

ParameterDetails
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.
  • Repeat : The texture will tile or repeat endlessly.
  • Clamp : The texture will stop at the edge of the texture space and repeat the edge pixels.
  • Border With Black : The texture will stop at the edge of the texture space and then be black.
  • Mirror : The texture will tile or repeat endlessly, but also mirror each tile.
Texture Wrap Mode V Controls how textures used by the material are wrapped when the V value range exceeds 0 to 1.
  • Repeat : The texture will tile or repeat endlessly.
  • Clamp : The texture will stop at the edge of the texture space and repeat the edge pixels.
  • Border With Black : The texture will stop at the edge of the texture space and then be black.
  • Mirror : The texture will tile or repeat endlessly, but also mirror each tile.
UV Remap Filtering Enables filtering for remapping UV’s. Only functions with eligible textures.

These properties control how the material interacts with lighting.

ParameterDetails
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.
  • Cast + Receive : The object both casts its own shadow and has shadows cast upon it by other objects.
  • Cast : The object only casts a shadow but will not receive shadows from other objects.
  • Receive : The object only receives shadows but does not cast one itself.
  • Off : The object neither casts nor receives shadows.
Raytracing Settings Determines whether the material uses the scene’s global raytracing depth settings or custom values.
  • Use Global Settings : Inherits raytracing bounce limits from the global render settings.
  • Override : Allows setting custom raytracing bounce limits for this specific material.
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.

ParameterDetails
Polygon Sidedness The orientation of the polygon’s faces.
  • Front : The front face of the polygon is visible.
  • Back : The back face of the polygon is visible.
  • Double Sided : Both sides of the polygon are visible.
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.

Inputs

NameDescriptionTypical Input
MaterialsInput for materials that you want to blend.Material