Blend Material
 
 
 
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Material/Map Browser Blend

The Blend material lets you mix two materials on a single side of the surface. Blend has an animatable Mix Amount parameter that lets you draw material morphing function curves to control the way that the two materials are blended over time.

Blend material combines bricks and stucco.

NoteIf even one sub-material has its shading set to Wire (see Shader Basic Parameters Rollout), the entire material displays and renders as a wire material.

Procedures

To create a Blend material, do one of the following:

Blend materials have similar controls to Mix maps.

To specify a component material:

To control the mix amount:

To control the mix amount using a map:

Interface

Material 1/Material 2

Set the two materials to be blended. Use the check boxes to turn the materials on and off.

Interactive

Chooses which of the two materials is displayed on object surfaces in viewports by the interactive renderer.

If one material has Show Map in Viewport on, this takes precedence over the Interactive setting. Only one map at a time can be displayed in viewports.

Mask

Sets a map to use as a mask. The degree of blending between the two materials depends on the intensity of the mask map. Lighter (whiter) areas of the mask show more of Material 1, while darker (blacker) areas of the mask show more of Material 2. Use the check box to turn the mask map on or off.

Mix Amount

Determines the proportion of the blend (percentage). 0 means only Material 1 is visible on the surface; 100 means only Material 2 is visible. Unavailable if you have assigned a mask map and the mask's check box is on.

You can animate this parameter. Create Material Preview is useful for testing the effect.

Mixing Curve group

The mixing curve affects how gradual or how sharp the transition between the two colors being blended will be. It affects the blend only when a mask map is assigned.

TipFor mottled effects, blend two standard materials using a noise map as a mask.
Use Curve

Determines whether the Mixing Curve affects the mix. This control is available only when a mask is assigned and active.

Transition Zone

These values adjust the level of the Upper and Lower limits. If the two values are the same, the two materials meet at a definite edge. Wider ranges give more gradual blending from one sub-material to the other. The mixing curve displays the effect of changing these values.