Blend Material Support

Overview

  • 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).

Examples

  • 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:
../../../_images/krakatoa_blendmaterial_standards_cell.png ../../../_images/krakatoa_blendmaterial_standards_mix50.png
  • 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:
../../../_images/krakatoa_blendmaterial_standards_opacity100_10_mix50.png ../../../_images/krakatoa_blendmaterial_standards_opacity100_10_cell.png