Blended 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 Objects, Particle Trails, or a Procedural Raytracer.
Parameters
Parameter Details
Material Preview TBC
Parameter Details
BSDF TBC
Material Blending TBC
Alpha TBC
Material TBC
Use Displacement TBC
- Off : TBC
- On : TBC
Ambient Occlusion TBC
- Off : TBC
- On : TBC
Textures TBC
Alpha Map TBC
UV Texture Filter Mode TBC
- Point : TBC
- Bilinear : TBC
- Anisotropic : TBC
- Bicubic : TBC
- Oversampling : TBC
Texture Mip Bias TBC
UVs TBC
Alpha Map UV TBC
- UV 1 : TBC
- UV 2 : TBC
- UV 3 : TBC
- UV 4 : TBC
UV Scale X TBC
UV Scale Y TBC
UV Offset X TBC
UV Offset Y TBC
Texture Wrap Mode U TBC
- Repeat : TBC
- Clamp : TBC
- Border With Black : TBC
- Mirror : TBC
Texture Wrap Mode V TBC
- Repeat : TBC
- Clamp : TBC
- Border With Black : TBC
- Mirror : TBC
UV Remap Filtering TBC
Lighting TBC
Lit TBC
Shadows TBC
- Cast + Receive : TBC
- Cast : TBC
- Receive : TBC
- Off : TBC
Raytracing Settings TBC
- Use Global Settings : TBC
- Override : TBC
Max. Diffuse Depth TBC
Max. Glossy Depth TBC
Max. Refraction Depth TBC
Geometry TBC
Polygon Sidedness TBC
- Front : TBC
- Back : TBC
- Double Sided : TBC
Flip Polygons TBC
Smoothing Angle TBC
Wireframe TBC
FX TBC
Inputs
Parameter | Details |
---|---|
Material Preview | TBC |
Parameter | Details |
---|---|
BSDF | TBC |
Material Blending | TBC |
Alpha | TBC |
Material | TBC |
Use Displacement | TBC
|
Ambient Occlusion | TBC
|
Textures | TBC |
Alpha Map | TBC |
UV Texture Filter Mode | TBC
|
Texture Mip Bias | TBC |
UVs | TBC |
Alpha Map UV | TBC
|
UV Scale X | TBC |
UV Scale Y | TBC |
UV Offset X | TBC |
UV Offset Y | TBC |
Texture Wrap Mode U | TBC
|
Texture Wrap Mode V | TBC
|
UV Remap Filtering | TBC |
Lighting | TBC |
Lit | TBC |
Shadows | TBC
|
Raytracing Settings | TBC
|
Max. Diffuse Depth | TBC |
Max. Glossy Depth | TBC |
Max. Refraction Depth | TBC |
Geometry | TBC |
Polygon Sidedness | TBC
|
Flip Polygons | TBC |
Smoothing Angle | TBC |
Wireframe | TBC |
FX | TBC |
Name | Description | Typical Input |
---|---|---|
Materials | TBC | TBC |
Colour Texture | TBC | TBC |
Diffuse Texture | TBC | TBC |
Specular Map | TBC | TBC |
Emissiveness Map | TBC | TBC |
Metallicness Map | TBC | TBC |
Roughness Map | TBC | TBC |
Normal Map | TBC | TBC |
Displacement Map | TBC | TBC |
Alpha Map | TBC | TBC |
Ambient Occlusion Map | TBC | TBC |
Subsurface Colour Map | TBC | TBC |
Subsurface Weight Map | TBC | TBC |
Composite Nodes | TBC | TBC |
Mapping | TBC | TBC |
Colour R | TBC | TBC |
Colour G | TBC | TBC |
Colour B | TBC | TBC |
Colour A | TBC | TBC |
Colour | TBC | TBC |
Specular Colour R | TBC | TBC |
Specular Colour G | TBC | TBC |
Specular Colour B | TBC | TBC |
Specular Colour A | TBC | TBC |
Specular Colour | TBC | TBC |
Rim Lighting Colour R | TBC | TBC |
Rim Lighting Colour G | TBC | TBC |
Rim Lighting Colour B | TBC | TBC |
Rim Lighting Colour A | TBC | TBC |
Rim Lighting Colour | TBC | TBC |
Absorption Colour R | TBC | TBC |
Absorption Colour G | TBC | TBC |
Absorption Colour B | TBC | TBC |
Absorption Colour A | TBC | TBC |
Absorption Colour | TBC | TBC |
Shadow Catcher Colour R | TBC | TBC |
Shadow Catcher Colour G | TBC | TBC |
Shadow Catcher Colour B | TBC | TBC |
Shadow Catcher Colour A | TBC | TBC |
Shadow Catcher Colour | TBC | TBC |
Diffuse Coat R | TBC | TBC |
Diffuse Coat G | TBC | TBC |
Diffuse Coat B | TBC | TBC |
Diffuse Coat A | TBC | TBC |
Diffuse Coat | TBC | TBC |
Brightness | TBC | TBC |
Specular Intensity | TBC | TBC |
Alpha | TBC | TBC |
Metallicness | TBC | TBC |
Roughness | TBC | TBC |
Specular Falloff | TBC | TBC |
Specular Anisotropy | TBC | TBC |
Diffuse Fresnel | TBC | TBC |
Emissiveness | TBC | TBC |
Emissive Scattering | TBC | TBC |
Density | TBC | TBC |
Glow | TBC | TBC |
Baked Diffuse Intensity | TBC | TBC |
Alpha Sort Bias | TBC | TBC |
Normal Map Intensity | TBC | TBC |
Normal Smoothness | TBC | TBC |
Smoothing Angle | TBC | TBC |
Motion Blur Velocity Scale | TBC | TBC |
Displacement | TBC | TBC |
Displacement Offset | TBC | TBC |
Rim Lighting Intensity | TBC | TBC |
Rim Lighting Falloff | TBC | TBC |
Subsurface Scatter Radius | TBC | TBC |
Subsurface Weight | TBC | TBC |
Shadow Catcher Blend | TBC | TBC |
Parallax Amount | TBC | TBC |
UV Scale X | TBC | TBC |
UV Scale Y | TBC | TBC |
UV Offset X | TBC | TBC |
UV Offset Y | TBC | TBC |
Diffuse UV Scale X | TBC | TBC |
Diffuse UV Scale Y | TBC | TBC |
Diffuse UV Offset X | TBC | TBC |
Diffuse UV Offset Y | TBC | TBC |
Texture Mip Bias | TBC | TBC |
Refraction IOR | TBC | TBC |
Aberration | TBC | TBC |
Transparent Diffuse | TBC | TBC |
Absorption | TBC | TBC |
Toon Diffuse Levels | TBC | TBC |
Toon Specular Levels | TBC | TBC |
Toon Diffuse Gradient | TBC | TBC |
Toon Specular Gradient | TBC | TBC |