# How to blend between sets of parameters

**URL:** <https://forums.unrealengine.com/t/how-to-blend-between-sets-of-parameters/475589>\
**Category:** Rendering\
**Tags:** Switch, parameter, unreal-engine, dynamic, question\
**Created:** [December 8, 2020, 7:09am UTC](https://forums.unrealengine.com/t/how-to-blend-between-sets-of-parameters/475589 "2020-12-08T07:09:34Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![effector117](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/effector117/32/469417_2.png) [@effector117](https://forums.unrealengine.com/u/effector117)\
**Post date:** [December 8, 2020, 7:09am UTC](https://forums.unrealengine.com/t/how-to-blend-between-sets-of-parameters/475589/1 "2020-12-08T07:09:34Z")

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Here’s what I’m facing:

I have about 10 different parameters in my material, and I can achieve multiple different looks by changing those parameters in relation to one another. Let’s say I have two different looks to my material. How would I switch (or ideally blend) between the two sets of parameters to hop between each look? Is there a material function similar to a static switch that I can use? I had looked into material parameter collections as well, but they only seem to control one parameter at a time. Would I have to create two copies of the material graph and interpolate between the two?

If anyone knows a handy way to accomplish this, I am all ears.

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**Author:** ![Marcis](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/marcis/32/1103070_2.png) [@Marcis](https://forums.unrealengine.com/u/Marcis)\
**Post date:** [December 8, 2020, 9:31am UTC](https://forums.unrealengine.com/t/how-to-blend-between-sets-of-parameters/475589/2 "2020-12-08T09:31:07Z")

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You could use a lerp node for each set of parameters.

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**Author:** ![effector117](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/effector117/32/469417_2.png) [@effector117](https://forums.unrealengine.com/u/effector117)\
**Post date:** [December 8, 2020, 9:49am UTC](https://forums.unrealengine.com/t/how-to-blend-between-sets-of-parameters/475589/3 "2020-12-08T09:49:30Z")

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I’m thinking that might be best, but what would that look like? Would each parameter need an interp node? Or would I be able to blend the whole sets with a single interp node?

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**Author:** ![Marcis](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/marcis/32/1103070_2.png) [@Marcis](https://forums.unrealengine.com/u/Marcis)\
**Post date:** [December 8, 2020, 11:38am UTC](https://forums.unrealengine.com/t/how-to-blend-between-sets-of-parameters/475589/4 "2020-12-08T11:38:09Z")

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It depends on the type of parameter and how you’re using them. If you have floats you can make a vector and lerp with a single lerp node.

 ![324307-lerp.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/3/6/336abc407b1fffd283d16c390836704891148839.png)

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<div class="post-metadata">

**Author:** ![effector117](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/effector117/32/469417_2.png) [@effector117](https://forums.unrealengine.com/u/effector117)\
**Post date:** [December 9, 2020, 1:41am UTC](https://forums.unrealengine.com/t/how-to-blend-between-sets-of-parameters/475589/5 "2020-12-09T01:41:59Z")

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Oh nice. This is really close to the solution I’m looking for! If I could ask one more thing, what if each set had something like 8 parameters? As far as I know 4 floats is the highest number of floats that the nodes can work with.

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<div class="post-metadata">

**Author:** ![effector117](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/effector117/32/469417_2.png) [@effector117](https://forums.unrealengine.com/u/effector117)\
**Post date:** [December 9, 2020, 8:58am UTC](https://forums.unrealengine.com/t/how-to-blend-between-sets-of-parameters/475589/6 "2020-12-09T08:58:29Z")

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Ok, I think I was able to get pretty close. I realized that I could just use the same float parameter to power the alpha of two (or more) different lerp nodes.
