To use this utility, see Use the Blend Colors utility.
Blends two input values using a mixer. You use a mask to determine where to put two materials placed on an object.
Find this utility in the (see Hide, resize or customize the Create bar).
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Controls how much of each of the input colors mixes into the final . As the value increases, you see more of and less of . As it decreases, you see more of and less of .
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and are the first and second input colors (or textures). Click to access the mapped node’s attributes.
Use this attribute in conjunction with your multi-render passes workflow.
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Shader does not affect render passes.
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Perform the same operation on material render passes as is performed on the master beauty pass.
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Shader does not contribute to render passes and blanks out contributions made by upstream shaders.
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The color computed for the master beauty pass is propagated to all other beauty passes.