Auragen docs
Auragen docs

Getting Started

OverviewInterfaceNode GraphParameters and Controls

Operators

Surfaces

Geometry

PrimitiveMeshImage PlaneExtrude3D GraphReflectorKinect MeshMergeNullCopy GeometryRealizeSwitch (Surface)

Materials

MaterialGlass MaterialBlend MaterialsMapping

Deformers

Transform DeformerNoise DisplaceTexture DisplaceCurl NoiseTurbulence3D PlasmaTwistBendTaperShearWave / RippleRipple (Expanding)SineOcean WaveInflateSpherifyBulgeFlatten (Plain)PushQuantizeDistortion / GlitchBevelMirrorSliceCullColor RampParticle DeformerAudio (FFT)InfectionIsland ClonerCloth Deformer

Physics

Force Affector

Topology

SubdivideSmoothDecimateRemeshBooleanClose HolesExtrude FacesSeparate FacesWireframeFlip Polygons

Lighting

LightSpotlightDirectional LightArea LightEnvironment

Camera

CameraMulticamUV Camera
3D PreviewperformMODE
3D & SimulationSurface Operators

Blend Materials

Mixes two whole materials across a surface by a mask texture, so one mesh can wear two looks.

The Blend Materials node takes two materials and a mask. Where the mask is bright the surface wears Material B; where it is dark, Material A.

Blend Materials

  • Every map and value of both materials blends, not just the colour
  • Mask Channel picks which channel of the mask drives the mix
  • Found in the node graph under Surfaces → Materials
Example patch — drag onto the app to load

The image on the right is the example patch itself. Drag and drop it onto the app, or load it with File → Load, to open the full graph. An orange matte material and a blue metal are mixed on a sphere by a Truchet mask.

Inputs and outputs

Blend Materials node

PortTypePurpose
SurfaceSurfaceOptional. Geometry flowing through, the way a plain Material accepts it.
Material ASurfaceThe material where the mask is dark.
Material BSurfaceThe material where the mask is bright.
MaskTextureAny texture. Projected by the wired Mapping, or by the default projection.
MappingSurfaceA Mapping node for the mask.
SurfaceSurfaceWire it into a mesh's Material port.
Only Material, Glass Material, or SDF Material nodes connect to the two material ports.

Parameters

Blend Materials parameters
  • Amount (default 1) — overall strength of the blend toward B. 0 shows A everywhere.
  • Mask Channel — Luminance (default), Red, Green, Blue, or Alpha.
  • Invert Mask (default off).

Amount carries a per-parameter animation bar, so a material change can be faded in.

Examples

Rust patches — a metal into A, a rough brown material into B, a Worley mask with Threshold Min raised.

Reveal — any two materials, a Gradient mask, and Amount keyframed from 0 to 1.

Troubleshooting

Only one material shows — the mask is flat. Check its contrast, and try another Mask Channel.

The mask is stretched — wire a Mapping node and choose a projection that suits the shape.

Related

Surfaces

Material, Glass Material, and Mapping.

Infection

Blends to a second material as it spreads.

Glass Material

Physically based transmission with refraction, dispersion, absorption, and clearcoat.

Mapping

Chooses how a material's maps project onto geometry, with tiling, anchor, and tiling-break controls.

On this page

Inputs and outputsParametersExamplesTroubleshootingRelated