Material Blend and Grading
intermediate featureMaterial Blend takes two seed materials and mixes them into a third you can download. The result is a new set of PBR maps packed at the selected resolution.
Slots A and B
The Blend sub-tab exposes two slots. Click each to pick a material from the catalog. Both slots can be any seed and can be the same material (useful for overlay noise with itself).
Blend modes
- Top / Down - slot A is rendered on the upper half of the cube, slot B on the lower, with a smooth transition. The Height slider moves the seam up and down.
- Overlay - slot A is stamped onto slot B by a tileable Perlin noise mask. Scale controls the noise frequency; Threshold controls where A ends and B begins.
- Height - slot A is revealed where slot B's displacement map is high (peaks), letting you put moss on top of rocks, frost on top of wood, etc.
Smooth
All three modes share a Smooth factor (default 0.1) that feathers the transition. 0 produces a hard seam, 1 produces a gentle gradient.
Saving a mix
Name the blend and hit Save. The mix is saved locally under My Mixes in the sidebar. Mixes survive reloads but live in localStorage - if you clear site data they are lost. Exporting the mix as a texture pack (see Downloading Textures) gives you a permanent copy in Unity.
Suggest an improvement
Help us improve this documentation page.