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BlendSoftedge

Blends color textures with softedge textures

BlendSoftedge Node

Two-Stage vs Integrated Soft-Edge Blending

BlendSoftedge is used for two-stage soft-edge blending workflows where the edge mask and content are processed separately. This approach offers more control over the blending parameters.

Alternatively, the SpatialShadery node can perform integrated soft-edge blending when its shader is set to edge & blend — computing both the softedge weights and final blend in a single pass. Use SpatialShadery's (soft)edge mode when you want to use BlendSoftedge for the final compositing step.

Reference

The following properties can be configured for this node:

Property Type Description
ouput - output mode:
  • result shows the final blend
  • texture one shows the color texture
  • texture two shows the blend texture
  • power - blend power
    luminance - blend luminance
    output - enable texture shader pass. the outlet that appears below will output the resulting texture.
    gradient - custom gradient curve
    gamma - gamma correction
    Inlet Type Description
    properties properties properties | use message [set <propertyPath> <value(s)>] (without node/<nodeName> at the beginning) to set internal properties
    main texture main texture (content texture)
    mask texture mask texture (alpha mask)
    Outlet Type Description
    blended texture blended texture

    Usage Modes

    Shader vs Texture Shader Pass

    This node can operate in two modes:

    • As a shader: Apply directly to geometry for real-time blending
    • As a texture shader pass: Enable the output toggle to generate a blended texture that can be passed to other nodes

    Use texture shader pass mode when you need the blended result as input for additional processing stages.

    Blending Parameters

    Fine-tune your soft-edge transitions with these key parameters:

    • power: Controls the steepness of the blend curve. Higher values create sharper transitions; lower values create smoother gradients
    • luminance: Adjusts overall brightness balance in the blended region. Use this to compensate for overlapping projector brightness
    • gradient: Custom curve for non-linear blend falloff
    • gamma: Applies gamma correction to the final output for color accuracy

    Workflow with SpatialShadery

    Two-Stage Workflow

    When using SpatialShadery with its shader set to edge mode, it outputs per-projector weight masks. These masks can then be fed into BlendSoftedge for the final compositing step:

    1. SpatialShadery (shader: edge) → outputs edge weight textures
    2. BlendSoftedge → combines content texture with edge weights

    This separation allows independent control over edge calculation and final blending parameters.


    Important Notes

    Usage Considerations

    This node can be used as a shader or as a texture shader pass. When used as a texture shader pass, ensure the output toggle is enabled to expose the texture outlet.

    File Locations

    ~/_assets/_projectors/     # Calibration files
    ~/_assets/_model/          # Calibration models (.obj)
    


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    Last updated: 2025-12-01 | Edit this page on GitHub