Blend material
From Eclat-Digital Ocean 2014 Documentation
Description
This special materials does blends, or linear combinations, of two other materials, following a user-defined blend function varying between 0 and 1. This is often used for mixing materials (for instance, with a constant blend function equal to 0.5), or for defining areas with different materials (with a blend function taking only 0 and 1 values).
Children nodes
material_a
- Material : The material A
material_b
- Material : The material B
blend
- Scalar shader : The blend function defining the ratio of materials A and B, 0 corresponding to A and 1 to B
Parameters
- forcestep
- boolean
- If set to true, apply a step function to the blend shader with a threshold of 0.5 to force 0 and 1 values
Ocean XML 2.0 example
<?xml version="1.0" encoding="UTF-8"?> <oceanroot version="2.0"> <material type="blend" name="previewmaterial" forcestep="false"> <material type="reflective" name="material_a" rereflections="true" polarized="true"> <intlaw type="cfresnel" name="intlaw"> <medium type="linked" name="medium" target="ocean-metals::Ti"/> </intlaw> <roughness type="phong" name="roughness"> <scalarshader type="uniform" name="exponent" value="500"/> </roughness> </material> <material type="oren_nayar" name="material_b"> <filtershader type="uniform" name="diffuse"> <spectrum type="tabulated" start="380E-9" end="780E-9" num="8"> 0.2 0.25 0.3 0.35 0.5 0.6 0.7 0.7 </spectrum> </filtershader> <scalarshader type="uniform" name="sigma" value="1"/> </material> <scalarshader type="texture" name="blend" greypt="0.5"> <image type="" name="image" path="gradient.png"/> </scalarshader> </material> </oceanroot>