Notch Notch Manual 1.0
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Blended Material

Blended Material

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
Material PreviewTBC
ParameterDetails
BSDFTBC
Material BlendingTBC
AlphaTBC
MaterialTBC
Use DisplacementTBC
  • Off : TBC
  • On : TBC
Ambient OcclusionTBC
  • Off : TBC
  • On : TBC
TexturesTBC
Alpha MapTBC
UV Texture Filter ModeTBC
  • Point : TBC
  • Bilinear : TBC
  • Anisotropic : TBC
  • Bicubic : TBC
  • Oversampling : TBC
Texture Mip BiasTBC
UVsTBC
Alpha Map UVTBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
UV Scale XTBC
UV Scale YTBC
UV Offset XTBC
UV Offset YTBC
Texture Wrap Mode UTBC
  • Repeat : TBC
  • Clamp : TBC
  • Border With Black : TBC
  • Mirror : TBC
Texture Wrap Mode VTBC
  • Repeat : TBC
  • Clamp : TBC
  • Border With Black : TBC
  • Mirror : TBC
UV Remap FilteringTBC
LightingTBC
LitTBC
ShadowsTBC
  • Cast + Receive : TBC
  • Cast : TBC
  • Receive : TBC
  • Off : TBC
Raytracing SettingsTBC
  • Use Global Settings : TBC
  • Override : TBC
Max. Diffuse DepthTBC
Max. Glossy DepthTBC
Max. Refraction DepthTBC
GeometryTBC
Polygon SidednessTBC
  • Front : TBC
  • Back : TBC
  • Double Sided : TBC
Flip PolygonsTBC
Smoothing AngleTBC
WireframeTBC
FXTBC

Inputs

NameDescriptionTypical Input
MaterialsTBCTBC
Colour TextureTBCTBC
Diffuse TextureTBCTBC
Specular MapTBCTBC
Emissiveness MapTBCTBC
Metallicness MapTBCTBC
Roughness MapTBCTBC
Normal MapTBCTBC
Displacement MapTBCTBC
Alpha MapTBCTBC
Ambient Occlusion MapTBCTBC
Subsurface Colour MapTBCTBC
Subsurface Weight MapTBCTBC
Composite NodesTBCTBC
MappingTBCTBC
Colour RTBCTBC
Colour GTBCTBC
Colour BTBCTBC
Colour ATBCTBC
ColourTBCTBC
Specular Colour RTBCTBC
Specular Colour GTBCTBC
Specular Colour BTBCTBC
Specular Colour ATBCTBC
Specular ColourTBCTBC
Rim Lighting Colour RTBCTBC
Rim Lighting Colour GTBCTBC
Rim Lighting Colour BTBCTBC
Rim Lighting Colour ATBCTBC
Rim Lighting ColourTBCTBC
Absorption Colour RTBCTBC
Absorption Colour GTBCTBC
Absorption Colour BTBCTBC
Absorption Colour ATBCTBC
Absorption ColourTBCTBC
Shadow Catcher Colour RTBCTBC
Shadow Catcher Colour GTBCTBC
Shadow Catcher Colour BTBCTBC
Shadow Catcher Colour ATBCTBC
Shadow Catcher ColourTBCTBC
Diffuse Coat RTBCTBC
Diffuse Coat GTBCTBC
Diffuse Coat BTBCTBC
Diffuse Coat ATBCTBC
Diffuse CoatTBCTBC
BrightnessTBCTBC
Specular IntensityTBCTBC
AlphaTBCTBC
MetallicnessTBCTBC
RoughnessTBCTBC
Specular FalloffTBCTBC
Specular AnisotropyTBCTBC
Diffuse FresnelTBCTBC
EmissivenessTBCTBC
Emissive ScatteringTBCTBC
DensityTBCTBC
GlowTBCTBC
Baked Diffuse IntensityTBCTBC
Alpha Sort BiasTBCTBC
Normal Map IntensityTBCTBC
Normal SmoothnessTBCTBC
Smoothing AngleTBCTBC
Motion Blur Velocity ScaleTBCTBC
DisplacementTBCTBC
Displacement OffsetTBCTBC
Rim Lighting IntensityTBCTBC
Rim Lighting FalloffTBCTBC
Subsurface Scatter RadiusTBCTBC
Subsurface WeightTBCTBC
Shadow Catcher BlendTBCTBC
Parallax AmountTBCTBC
UV Scale XTBCTBC
UV Scale YTBCTBC
UV Offset XTBCTBC
UV Offset YTBCTBC
Diffuse UV Scale XTBCTBC
Diffuse UV Scale YTBCTBC
Diffuse UV Offset XTBCTBC
Diffuse UV Offset YTBCTBC
Texture Mip BiasTBCTBC
Refraction IORTBCTBC
AberrationTBCTBC
Transparent DiffuseTBCTBC
AbsorptionTBCTBC
Toon Diffuse LevelsTBCTBC
Toon Specular LevelsTBCTBC
Toon Diffuse GradientTBCTBC
Toon Specular GradientTBCTBC