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Blendit

by Remesher·Rendering

Images © Remesher. Used for product review; image policy.

Why we like it

Blendit earns its place in the superhive library for handling material blending non-destructively, with blends that stay editable and update live across the viewport, Eevee and Cycles.

What is Blendit?

Blendit handles material blending between objects in Blender. You select objects with an active object, and it builds the blend in one click. Operations stay non-destructive, so you can create, apply and remove material blends, and run those operations across all blends of a source object.

Blends update in real time in the viewport, Eevee and Cycles. Three blend styles are available: height map blending, noise, and custom texture masking. The add-on can automatically create a material from the blended objects and can blend the normals of objects as well. Individual blends and all blends of a source object can be tweaked, and texture scale from the source object is preserved through mapping options covering world space, object space, and two UV modes.

A few constraints are worth noting: only one blend per object is supported, the add-on works with the first material slot, and blend materials, original materials and Blendit modifiers shouldn't be renamed or removed. Blendit is released under the GPL license.

Who is Blendit best for?

Blendit is best for blender artists who need non-destructive material blending between objects with editable, real-time results.

How much does Blendit cost?

Blendit is completely free to download and use.

Key features

  • One-click material blends on selected objects using the active object
  • Non-destructive create, apply and remove operations, with an option to run them across all blends of a source object
  • Real-time dynamic blends in the viewport, Eevee and Cycles
  • Blend styles: height map blending, noise, and custom texture masking
  • Automatic material creation from blended objects
  • Normal blending for objects
  • Texture scale preservation with world space, object space and UV mapping options

Tags

#material blending#non-destructive#procedural#PBR#advanced materials#Blender add-on

Frequently asked questions

Does Blendit work with Blender 4.5?

Blendit lists support for Blender versions 2.83 through 4.5, so it covers a wide range including 4.5. Note a couple of documented Blender 2.90.x bugs: switching to the UV Edit or Edit Mode of the source object can cause a crash on that version. The add-on has been available for over four years and works across the viewport, Eevee and Cycles. For the current supported range, check the developer's page before installing.

Which render engines does Blendit support?

Blendit produces real-time dynamic blends that work in the viewport, Eevee and Cycles, and the listed render engines also include Blender-Internal. Blends update live as you tweak them, so you can adjust an individual blend or all blends of a source object and see the result. Blend styles include height map blending, noise and custom texture masking, and you can also blend object normals, though normal-map blending uses a simple, less accurate method.

Is Blendit free to use?

Blendit is listed as free in this catalog, and it's released under the GPL license. Licensing terms can change over time, so check the developer's page for the current details before you rely on it. On the practical side, the add-on automates material creation from blended objects and keeps operations non-destructive, meaning you can create, apply and remove blends at any point. That editable workflow is the core of what it offers regardless of licensing.

Can Blendit blend more than one material per object?

Blendit supports only one blend per object, and it works with the first material slot only. Two source objects can't be blended together, and multi-user materials don't support different blend source objects. For proper functionality, you shouldn't rename or remove the original materials, rename blend materials, or rename Blendit modifiers. Blend quality also depends on mesh density and topology, so denser, cleaner meshes tend to give better results.

How does Blendit preserve texture scale from the source object?

Blendit preserves texture scale from the source object through several mapping options. World space uses a Geometry node Position output, object space uses a Texture Coordinate node Object output, and there are two UV modes: UV v1 pairs a Texture Coordinate node UV output with Blendit Transfer UV, while UV v2 uses a UV Map node with Blendit Transfer UV. To blend normal maps you must use UV mapping and Transfer UV, and only a UV map set to Active Render can be transferred.

Alternatives to Blendit

Also in Rendering for Blender.

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