Mix Color Node¶
The Mix Node mixes values, colors and vectors inputs using a factor to control the amount of interpolation. The Color mode has additional blending modes.

Inputs¶
- Fator
Controls the amount of mixing between the A and B inputs.
- A/B
The two inputs that are mixed together.
Propriedades¶
- Data Type
The data type that is used for mixing. The node supports float, vector, color, and rotation data types.
- Factor Mode (Vector only)
The factor mode can be set to Uniform and Non-Uniform. In uniform mode, a single float controls the factor. In non-uniform mode, a vector controls the factor for each XYZ channel separately.
- Mix (Color only)
The Blend modes can be selected in the select menu. See Color Blend Modes for details on each blending mode.
Add, Subtract, Multiply, Screen, Divide, Difference, Darken, Lighten, Overlay, Color Dodge, Color Burn, Hue, Saturation, Value, Color, Soft Light, Linear Light
- Clamp Factor
Limit the factor value between 0.0 and 1.0. If this option is unchecked then the node operates using Extrapolation.
- Clamp Result (Color only)
Limit the Result to the range between 0.0 and 1.0.
Saídas¶
- Result
Output the result of the mix using the data type selected.
Examples¶
Below are examples of blending modes, as well as some practical use cases.

Blending a colored pattern with a flat color (top row) and a circular mask (bottom row).¶
Fixing overexposure¶
The Compositing setup below shows how to fix an overexposed render by darkening it and increasing contrast.

Example node setup showing two RGB Curves nodes and a Mix node for composition.¶
The top Curvas RGB darkens the image by linearly scaling each color value to a smaller one.
The bottom curve node increases constract by making small values smaller and large values larger.
Finally, the Mix node blends the two together.
Watermark Images¶
In the old days, a pattern was pressed into the paper mush as it dried, creating a mark that identified who made the paper and where it came from. The mark was barely perceptible except in just the right light. Probably the first form of subliminal advertising.
Nowadays, people watermark their images to identify them as personal intellectual property, for subliminal advertising of the author or hosting service, or simply to track their image’s proliferation throughout the web.
Blender provides a complete set of tools for you to both encode your watermark and to tell if an image has your watermark.
Codificando sua marca d’água em uma imagem¶
First, construct your own personal watermark. You can use your name, a word, or a shape or image not easily replicated. While neutral gray works best using the encoding method suggested, you are free to use other colors or patterns. It can be a single pixel or a whole gradient; it is up to you.
In the example below, we are encoding the watermark in a specific location in the image using the Translate node; this helps later because we only have to look at a specific location for the mark. We then use the RGB to BW node to convert the color image to grayscale numbers, which we then feed into the Map Range node to reduce the mark to one-tenth of its original intensity.
The Add node (Mix node with blending mode Add) adds the corresponding pixels, making the ones containing the mark ever-so-slightly brighter.

Embedding a watermark in an image.¶
Caso você queira que as pessoas percebam claramente a sua marca, não a escalone em demasiado, ou torne-a em uma cor contrastante. Existem também outras maneiras, usando outras definições de mistura e arranjos mais chiques. Sinta-se livre para experimentar !
Decodificando uma imagem para ver sua marca d’água¶
When you see an image that you think might be yours, use the node tree below to compare it to your stock image (pre-watermarked original). In this tree, the Mix node is set to Difference, and the Map Value node amplifies any difference. You can see how the original mark clearly stands out.

Verificando uma imagem para ver sua marca d’água.¶