Material Editor > Type button > Material/Map Browser > Set Compatible With to Renderer (if necessary) > Blend
The Blend material lets you mix two materials on a single side of the surface.
Note: If even one sub-material has its shading set to Wire (see Shader Basic Parameters Rollout), the entire material displays and renders as a wire material.
To create a Blend material:
In the Material/Map Browser, choose Blend and then click OK.
A Replace Map dialog is displayed. This dialog asks whether you want to discard the original material in the slot, or retain it as a sub-material.
To control the mix amount using a map:
In the Basic Parameters rollout, click the map button next to Mask.
The Browser is displayed so you can select a map type.
The intensity of pixels in this mixing map controls the mix. When the intensity is close to zero, one of the component colors or maps is visible; when it is close to full intensity, the other component is visible.
Tip: Using a Noise map for the mixing map can give good effects that have a natural appearance.
Tip: Mix Amount is unavailable while a map is assigned to this parameter. If Use Curve is turned off, the mixing map is used as is. If Use Curve is on, you can shift the effect of the mixing map's gradient ramp to reveal more of one material and less of the other.

Material 1/Material 2—Set the two materials to be blended. Use the check boxes to turn the materials on and off.
Interactive—Chooses which of the two materials is displayed on object surfaces in viewports by the interactive renderer.
If one material has Show Map in Viewport on, this takes precedence over the Interactive setting. Only one map at a time can be displayed in viewports.
Mask—Sets a map to use as a mask. The degree of blending between the two materials depends on the intensity of the mask map. Lighter (whiter) areas of the mask show more of Material 1, while darker (blacker) areas of the mask show more of Material 2. Use the check box to turn the mask map on or off.
Mix Amount—Determines the proportion of the blend (percentage). 0 means only Material 1 is visible on the surface; 100 means only Material 2 is visible. Unavailable if you have assigned a mask map and the mask's check box is on.
The mixing curve affects how gradual or how sharp the transition between the two colors being blended will be. It affects the blend only when a mask map is assigned.
Tip: For mottled effects, blend two standard materials using a noise map as a mask.
Use Curve—Determines whether the Mixing Curve affects the mix. This control is available only when a mask is assigned and active.
Transition Zone—These values adjust the level of the Upper and Lower limits. If the two values are the same, the two materials meet at a definite edge. Wider ranges give more gradual blending from one sub-material to the other. The mixing curve displays the effect of changing these values.