It is a much more advanced version of Mix material and is an extremely useful material utility tool written to get rid of its limitations. You can mix multiple and create complex materials by using "Blend". However, its usage is not like the mix material. You can not use any material directly in this. You need to use the "Sub Material".

So if you want to use Blend material, you will create materials from the "Sub material". Sub material is still a classic material creation tool. You can create the type of material you want (eg specular, glossy) using "Sub material" from the Node editor or from the material manager. Now, briefly, let's create a simplest "Blend Material".

First go to materials in the LV menu and open the Node editor. Prepare a setup as you see in the picture below (you can go to "this" section for the Node Editor details). Create 3 sub materials right from the node menu at the top left. Select these sub nodes and go to the basic tab in the settings window and set the material types to glossy. From the Diffuse Tab, set the colors you want.

In the above picture, first the "Input 1" and "Input 2" materials are mixed with the "Float 1" texture. If a value is given to the "Float 2" texture, it will be mixed with "Input 1" and "Input 2" and the result will be remixed with "Input 3" material. You can adjust which material will be mixed by "Float" texture nodes assigned to Amount slots.

Of course you can define many texture types in the amount slot. The "float texture" node shown in the picture above is just used to describe the mechanic of the amount process. The amount slots have an extremely important role in using Blend Material.    

Blend Material Settings

To use Blend Material, select "Blend Material" from the Lv Materials menu. You can then play with options from the node editor or from the Material window. Now let's see what these options are.

number of materials

From here you can determine how many materials to mix.

Material Slots

If you click any material from here, the "add material" button will appear. When you press this button, Octane automatically creates a "Sub material". You can then play as you like with the options of this sub material. Remember, you must use "Sub Material" to benefit from Blend material. You can also use the blend material by creating the corresponding Nodes from the Node editor.


With this parameter you can use displacement map with the Blend Material. Any gray scale image or procedural texture can be used from the "add displacement" option on the right. We will describe the detailed description of the Displacement Map in the chapter "Using Textures / Displacement"