Map Blend

Map Blend combines two maps with one of twelve modes, such as add, multiply or a lerp, weighted by a mask that can itself be a map.

Map Blend combines two maps into one value, like a blend node in a shader graph. Use it to add a variation on top of a base, multiply one map by another, or mix two whole setups. Mapping covers the idea.

Inputs and output

  • A takes the base map.
  • B takes the map combined with it.
  • Mask takes a map that sets, per element, how much of the result is used.

The output goes into another map node, or is picked by a parameter's map button. With a map selected, click Map Blend on the Natsura toolbar, then Insert (right): the selected map lands in A and the Map Blend takes over its links. Then put down a new map and wire it into B. Until B is wired and Mode is set, the default Add with a Mask of 1 changes the result, so set both before judging it.

Settings

Mode is how B combines with A: Add (the default), Subtract, Multiply, Divide, Minimum, Maximum, Blend (Lerp), Difference, Screen, Overlay, Power or Average.

Mask mixes from A alone (0) to the full result (1, the default). Wire a map into the Mask input, and the Mask field shows its path instead, so the blend varies across the tree. A map on height as the mask, for example, changes the blend from the base of the tree to the top.

For a value of 1 minus a map, put a Map Constant of 1 in A (a new one is 10, so set its multiplier to 1), the map in B, and set Mode to Subtract.

Status

Map Blend is experimental.