What it does
Let plains give way gradually to mountains. Mix blends two densities using a third field, so different parts of the map can favour different terrain.
Put the two shapes in A and B. Connect a broad noise through Remap to Influence so it covers the full blend. For a fixed balance while you compare the shapes, use Constant Density instead.
In 3D
The same output in relief: each value becomes a height, coloured like the map above. Drag to look around.
Inputs and outputs
| Name | Type | Default | What it changes |
|---|---|---|---|
| Inputs | |||
| A | Density | The density used when the influence is zero or negative. | |
| B | Density | The density used when the influence reaches one or more. | |
| Influence | Density | Higher values favour the second density; values outside the blend pick one end. | |
| Output | |||
| Output | Density | The local blend of the two densities. | |
Good to know
Inspect the influence on its own
A noise with negative values spends much of the map choosing only A. Remap it into a blend mask before judging how gradual the transition looks.