Blend Material Support
- The Blend Material is partially supported by Krakatoa.
- Two supported sub-materials can be blended using a Mix Amount or a Mask map
- Only the Diffuse Color will be assigned to the particles’ Color Channel, and the Opacity will affect the Density Channel.
- No per-particle data like SpecularLevel, SpecularPower, Emission or Absorption can be acquired from the resulting mix even if both sub-materials can provide such data (e.g. Standard Materials).
- The left image shows two Standard Materials, one Blue and one Green, mixed by a Cellular Map as Mask.
- The right image shows the same two Standard Materials mixed using the Mix amount of 50.0:
- The left image mixes the same Standard Materials but the Green one is set to Opacity of 10.
- The right image mixes the same two materials using the Cellular Map as Mask: