OmniSurface Blend#
OmniSurface Blend, blends two materials based on a mask and blendfactor.
Parameters#
Materials
Parameters
Display Name |
Name |
Type |
Default |
---|---|---|---|
Base Material |
base_material |
struct |
null |
Base Material |
blend_material |
struct |
null |
Blending
Parameters
Display Name
Name
Type
Default
Weight
weight
float
1.0
Weight Image
weight_image
texture2d
null
Weight Image Alpha Mode
weight_image_alpha_mode
enum
alpha_default
Example
Geometry
Parameters
Display Name
Name
Type
Default
Enable Opacity
geometry_enable_opacity
bool
false
Opacity Threshold
geometry_opacity_threshold
float
0.0
UVWs
Texture mapping controls adjust how textures are positioned, scaled and oriented across a 3D surface. These settings modify texture placement by manipulating the underlying UV coordinate system, allowing precise control over texture alignment and repetition without altering the original texture or model’s UV mapping.
Parameters
Display Name |
Name |
Type |
Default |
---|---|---|---|
texture_coordinate_uvw |
dropdown(int) |
texture_coordinate_uvw |
|
uvw_uv_set |
int |
0 |
|
uvw_ignore_missing_texture |
bool |
false |
|
uvw_missing_texture_color |
color |
0.0, 0.0, 0.0 |
|
uvw_use_uv_coords |
bool |
false |
|
uvw_uv_coords |
float2 |
0.0, 0.0 |
|
uvw_s_offset |
float |
0.0 |
|
uvw_t_offset |
float |
0.0 |
|
uvw_s_wrap |
enum |
warp_periodic |
|
uvw_t_wrap |
enum |
warp_periodic |
|
uvw_s_scale |
float |
1.0 |
|
uvw_t_scale |
float |
1.0 |
|
uvw_s_flip |
bool |
false |
|
uvw_t_flip |
bool |
false |
|
uvw_swap_st |
bool |
false |
|
uvw_projection_mode |
dropdown(int) |
projection_cubic |
|
uvw_projection_translate |
float3 |
0.0, 0.0, 0.0 |
|
uvw_projection_rotate |
float3 |
0.0, 0.0, 0.0 |
|
uvw_projection_scale |
float3 |
1.0, 1.0, 1.0 |
Texture Coordinates
Chooses between pre-defined coordinates on the asset, object space, or world space systems.
UV Set
Allows selection of alternate UV coordinate spaces to be used for mapping the material. This will only produce an effect if multiple UV sets are pre-defined on the model.
Ignore Missing Images
Will not error out if the texture is missing. Instead, the missing texture will be replaced with the color specified in the Missing Image Color parameter.
Missing Image Color*
The color to be used in the advent of a missing texture.
Use UV Coord
Toggles the use of an alternate UV coordinate system that you must define.
UV Coords
This will typically be read from a texture or primvar.
Offset U
Adjusts the horizontal position of the texture on the surface by shifting it along the U axis. This can be used to fine-tune the alignment of the texture without altering its scale or rotation.
Offset V
Adjusts the vertical position of the texture on the surface by shifting it along the V axis. This can be used to fine-tune the alignment of the texture without altering its scale or rotation.
Wrap U
Controls how the texture is wrapped along the U axis.
Wrap V
Controls how the texture is wrapped along the V axis.
Scale U
Adjusts the scale of the texture along the U axis.
Scale V
Adjusts the scale of the texture along the V axis.
Flip U
Flips the texture along the U axis.
Flip V
Flips the texture along the V axis.
Swap UV
Swaps the U and V axes of the texture.
Projection Mode
Controls the type of projection used to map the texture onto the surface, if a projection mode is selected as the Texture Coordinate Space. This uses standard projection systems that are commonly used in 3D applications.
Translate
Translates the projection system along a vector.
Rotate
Rotates the projection system around a vector.
Scale
Scales the projection system.
See Omni PBR UVs for examples.