I’ve finally got something that I wanted to use this node with & have a few things that I wanted to mention.
I wanted to blend a dielectric material with something more solid.
The first issue was blending them together. I eventually worked it out, I was looking for a simpler solution although I can understand why it might be set up in such a way. I used a weight map to blend between the materials. I expected a single “blend” input rather than plugging into the opacity of each materials property…it’s not a major issue but it might be something worth considering as changing the blend input node means re-connecting 5 inputs rather than 1. Keep the option of seperate opacity inputs but maybe add an overide.
The second issue is the speed of it. Rendering a 400,000 poly sub-patched figure with a dielectric material, ray-traced transparency, reflections, refractions & final gather at 640x480 took 3mins. Adding a standard material with no reflections or transparency & blending between the two increased the render time to nearly an hour. For blending completely between two materials it would actually be quicker to render them both seperately, render an alpha to blend between them & composite together afterwards.
Perhaps I’m missing the point of this node? I’ll continue to experiment & see if I can improve the speed a little.
[EDIT] The speed issue is because of something stupid that I’ve done, I added reflection blur to the surface which is the cause of the render increase. The render time seems to be just a little more than rendering both materials seperately which is what I’d expected.