BlendSoftedge¶
Blends color textures with softedge textures

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: |
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
outputtoggle 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:
- SpatialShadery (shader:
edge) → outputs edge weight textures - 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
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Quick Start
Get started with BlendSoftedge in minutes
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Complementing BlendSoftedge
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Tutorials
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Community
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Last updated: 2025-12-01 | Edit this page on GitHub