Material mix node request

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grimm
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Hi Guys,

I have been playing with the material nodes and it's very nice. I would like to make one request though. It would be great to have a material mix node that give you a bit more control over how the materials are mixed together. One method I was thinking about would be to have a mix node just like the ones you already have. The difference would be that you have two slider nobs/handles instead of one. It would work like this:

<...............|..............|.........>

The area from the start of the slider to the first handle would be 100% of material A
The area from the second handle and the end of the slider would be 100% of material B
The area between the handles would be a linear mix of both materials.

Does this sound feasible? Or is it already in the works? Thanks, :)

Grimm
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
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matej
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To achieve this create a texture and plug it as amount parameter of mix material.

Ofcourse it would be useful to have a color ramp generator in the future.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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grimm
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Thanks Matej,

I'm not quite sure what you meant in your post. Is there a chance you could post an example? I tried hooking up the mixing nodes in as many configurations that I could think of but they didn't do what I wanted. Thanks,

Grimm
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
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matej
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grimm wrote:Thanks Matej,

I'm not quite sure what you meant in your post. Is there a chance you could post an example? I tried hooking up the mixing nodes in as many configurations that I could think of but they didn't do what I wanted. Thanks,

Grimm
You create the color ramp in your image editing software:
ramp.jpg
ramp.jpg (9.11 KiB) Viewed 1924 times
And map it to amount:
result.jpg
Ofcourse the texture doesn't fit nice on the preview ball, but it will on your properly UV-mapped object
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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grimm
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Joined: Wed Jan 27, 2010 8:11 pm
Location: Spokane, Washington, USA

Ah, cool I see. Not quite what I wanted though. I want to be able to control the mix with a procedural node. And I don't want to have to worry about doing a UV unwrap on the mesh. That's the fun thing about procedurals. :) Thanks though, that's a good idea.

Grimm
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
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grimm
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Joined: Wed Jan 27, 2010 8:11 pm
Location: Spokane, Washington, USA

Yes that would be helpful, but only if the node had an additional input for noise or turbulence. Maybe it would be better to think of what I would like as a re-mapping node that can take an input and map it to a gradient/ramp values with dual (or more?) controls.

Grimm
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
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