This material allows you to combine several other materials according to their weights (normalized weights in the final combination).
There are two ways for setting weights:
A single texture mask where each color channel determines the weight of the corresponding material.
Separate texture masks for each material.
Use multichannel mask map
Material weights will be taken from a single 8-channel texture map (really you can use any channel count). Each channel will determine the weight of the corresponding material.
This option is the fastest when rendering.
Use separate masks
For each material, you can specify a separate texture map with its weight. This is the most flexible option.
Use limits for weights
Before normalization, each weight will be limited by a lower and an upper limit. Values beyond the upper limit will be set to 1, up to the lower limit will be set to 0. Intermediate values will be smoothly interpolated.
Upper limit, Lower limit
Upper and lower limits for weights.
Normalization method
For use in mixing, the sum of all weights can be normalized to 1. This will prevent unwanted energy loss.
There are three options for normalizing weights:
- None. With this choice, no normalization is performed.
- Vector. In this case, all weights have the same priority, their sum is reduced to 1. If 3 materials with X Y Z weights are included, then the final weight of the first material will be X / (X+Y+Z); Second Y / (X+Y+Z); Third Z / (X+Y+Z);
- progressive. Items at the top of the list have more priority than those at the bottom. If 3 materials with weights X Y Z are included, then the final weight of the first material will be X; second (1-X)*Y; third (1-X)*(1-Y)*1. Weight Z is not used in such a scheme.
Material slot
Each of the 8 slots specifies the material for that layer, the base weight of the material, and an additional mask.