Difference between revisions of "LuxCoreRender Materials Mix"

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[[file:luxcore_materials_mix.jpg|400px|thumb|left|A mix of amorphous carbon metal and glossy translucent]]
[[file:luxcore_materials_mix.jpg|400px|thumb|left|A mix of amorphous carbon metal and glossy translucent]]
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The Mix material is a special material that is used to combine two other materials. Note that it is possible to use one mix material as a component of another mix material. This allows for complex shader combinations. When mixing materials that have interior volume (glass, rough glass and translucent), you need to specify the resulting volume in the mix material.  
The Mix material is a special material that is used to combine two other materials. Note that it is possible to use one mix material as a component of another mix material. This allows for complex shader combinations.


== Options ==
== Options ==
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=== Mix Amount ===
=== Mix Amount ===


This specifies how much each component material contributes to the final result. A mix amount of 0 results in only the first component, 1 results in only the second component, everything else is somewhere in between. The mix amount is also texturable, to allow the blending to be localized.
This specifies how much each component material contributes to the final result. A mix amount of 0 results in only the first component, 1 results in only the second component, everything else is somewhere in between. The mix amount can also be controlled with a float(grey-scale) texture, to allow the blending to be localized.
 
 
Note that mixing volumes is not possible. Any volume used by Material 1 or Material 2 will be ignored. The Mix material itself can however have a volume.

Revision as of 09:11, 9 December 2017

A mix of amorphous carbon metal and glossy translucent


The Mix material is a special material that is used to combine two other materials. Note that it is possible to use one mix material as a component of another mix material. This allows for complex shader combinations.

Options

Material 1

Slot to attach the first component material.


Material 2

Slot to attach the second component material.


Mix Amount

This specifies how much each component material contributes to the final result. A mix amount of 0 results in only the first component, 1 results in only the second component, everything else is somewhere in between. The mix amount can also be controlled with a float(grey-scale) texture, to allow the blending to be localized.


Note that mixing volumes is not possible. Any volume used by Material 1 or Material 2 will be ignored. The Mix material itself can however have a volume.