Documentation
Composite composite.blend
The Blend node on the VFX Loom graph canvas.
Fig. 1 The Blend node in its resting, collapsed state on the VFX Loom graph canvas.

Overview

Combines two images with an optional mask and blend mode.

Image composite with optional mask and explicit blend modes. Connected Opacity overrides local Opacity; Clamp Result bounds the result when enabled.

Category
Composite
Internal ID
composite.blend
Version
Current audited reference

Inputs

InputTypeRequiredDefaultMeaning
a Image Required — base image
b Image Required — blended onto A
mask Image Optional — where white, blend applies using mask alpha
opacity Scalar Optional 1 connected value overrides local Opacity

Properties

PropertyTypeDefaultAnimatableRange / optionsEffect
Blend Mode Enum Over Not declared Normal · Add · Multiply · Screen · Overlay · Subtract · Difference · Min · Max Selects the blend mode behavior; each option changes the operation described in the overview.
Opacity Scalar 1 Yes Hard 0..1 Animatable control; changing it over time varies the node response.
Clamp Result Bool false Not declared — Local control documented by the production node behavior.

Outputs

OutputTypeMeaning
out Image The production node output described by the overview.

Usage

In practice

  • Use Blend when the graph needs Combines two images with an optional mask and blend mode.
  • Image composite with optional mask and explicit blend modes. Connected Opacity overrides local Opacity; Clamp Result bounds the result when enabled.
  • Use it late in the graph to combine image branches, then control blend mode, layer order, and opacity at the composite stage.

Examples

These examples show Blend in supplied VFX Loom graph setups. Each graph link opens the corresponding node reference; the explanation below the media is specific to this node's role in that setup.

Material maps and masked detail

A Material graph combines procedural colour, mesh-derived curvature and occlusion, roughness, normal detail, and a layered composite.

VFX Loom Material graph showing Noise, Levels, Colorize, Mesh Curvature, Mesh Ambient Occlusion, Blend, Roughness, Normal From Height, Composite, and Material Output.
Fig. 2A second Material graph showing mesh-derived detail and layered map construction on a custom preview mesh.

How Blend contributes

Blend combines the occlusion branch with the graph's other image input.

Notes / limitations

  • No step is declared for Opacity.