Blend material¶
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 | The material A |
material_b | The material B |
blend | The blend function defining the ratio of materials A and B, 0 corresponding to A and 1 to B |
Parameters¶
name | type | description |
---|---|---|
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 3.0 example¶
<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>