# Blend material¶

## Description¶

Example of blend material between a metal and diffuse clay

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).

The bulk medium of material_a is used for the blended material, bulk medium of material_b is ignored. Emitters are ignored

Warning

This material is somewhat dangerous to use, because its behavior is not intuitive with emitters and bulk media. It is deprecated and was replaced by Blend BSDF

## 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 6.1 example¶

<material type="blend" name="material" forcestep="false">
<material type="generic" name="material_a">
<bsdf type="reflective" name="bsdf" rereflections="true">
<roughness type="phong" name="roughness">
</roughness>
<intlaw type="cfresnel" name="intlaw">
</intlaw>
</bsdf>
</material>
<material type="generic" name="material_b">
<bsdf type="oren_nayar" name="bsdf">
<spectrum type="tabulated" name="spectrum">
3.8e-07        0.2     4.37e-07        0.25    4.94e-07        0.3     5.51e-07        0.35    6.09e-07        0.5     6.66e-07        0.6     7.23e-07        0.7     7.8e-07 0.7
</spectrum>