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 Create tab (see Create tab).
Controls how much of each of the input colors mixes into the final Output. As the value increases, you see more of Color 1 and less of Color 2. As it decreases, you see more of Color 2 and less of Color 1.
Color1 and Color2 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.
Shader does not affect render passes.
Perform the same operation on material render passes as is performed on the master beauty pass.
Shader does not contribute to render passes and blanks out contributions made by upstream shaders.
The color computed for the master beauty pass is propagated to all other beauty passes.