Blend & Fill Block¶
Fill Block with Colors¶

“Fill Block with Colors” will fill a Block with colors.
Block: requires an Odyssey Block Reference Structure input.
Color: requires an Odyssey Color Structure, such as “Get Color” or “Make Odyssey Brush Color into…”.
Area: requires an Odyssey Rectangle Structure (not mandatory).
Preserve Alpha : will preserve the alpha channel of your Block (wich means its opacity and transparency) to combine it with a chosen color.
The return value is an Odyssey Block Reference Structure. Examples:
The Blueprint:

The result (Top stroke: Preserve Alpha is On. Bottom stroke: Preserve Alpha is Off):

Blend Blocks¶
Explanations¶

Blend Blocks is used to mix together 2 Blocks (like 2 variables Texture 2D) thanks to various blend and alpha modes.
Top: Block connected as in iput will always be the one displayed when drawing a Stroke.
Back: Acts like a stencil when smaller than Top Block. When bigger than Top Block, both Blocks became visible.
When Top is bigger than Back:

When Back is bigger than Top:

Top Area: Requires an Odyssey Rectangle Structure. Can be used to crop a piece of Top block with the node “Make Odyssey Rectangle”.
X & Y: These Integer input can pan Top block. Value is pixels.
Opacity: This Float input affects the transparency of Top block (0 = invisble | 1 = opaque).
Blending mode: You can choose a way to blend Top and Back block.
Alpha mode: You can choose a way to play with the Alpha mode between Top and Back block.
On the other hand, the input “Block” and the output “Return value” require an Odyssey Block Reference Structure.
Use Case¶
Default Settings
We have two textures : a transparent one with a green and blue squiggle (“Back Texture”), and another yellowish texture (“Top Texture”).


We will just connect both textures as below without changing any Blending or Alpha Mode.
The Blueprint:

The result:

Only the yellowish Top Texture will be visible.
Modifying Blending Mode
Let’s modify the Blending Mode from “Normal” to “M*ultiply*”.
The Blueprint:

The result:

Modifying the Alpha Mode
Let’s set Blending Mode to “Normal” and change Alpha Mode to “Back”.
The Blueprint:

The result:

Modifying both Alpha and Blending Modes
Let’s use “Multiply” Blending Mode and “Back” Alpha Mode.
The Blueprint:

The result:

Blend Blocks with color¶

This node is a little like a mix between the two previous nodes, as it will allow you to blend a color on top of a Block.
Color: Requires an Odyssey Color Structure, such as “Get Color Modifier”.
Block: Requires an Odyssey Block Reference Structure, like a converted Texture 2D.
Area: Requires an Odyssey Rectangle Structure, like “Make Odyssey Rectangle”. It will be used to crop Block input.
Opacity : Requires a Float input. Will lower the opacity of the input Color.
Like we saw in the explanations about “Blend Block”, the results will depends on the settings chosen in Alpha and Blending Modes. Here are a few different examples:
