I was perplexed to learn that Blender does not support vertex alpha values. In other tools I have feathered edges by making a simple alpha gradient between vertices. I’m guessing this must be done with texture alpha in Blender but I haven’t found any tutorials that address this specific issue. Here’s a Photoshop example of what I need to do:
Just use a mask, like in your example plop in a gradient based on height (with the geometry node) and set that as the fac for the shader, or mix node
It’s a the basic white 100% black 0% that can be adjusted with a color ramp.
Look at this addon
or this thread on devtalk
I just got Blendit and tried it. Brilliant! Thank you!