Displacement fading

Hi there,

I have mapped a displacement texture on a lowpoly-mesh, Adaptive Subdivision is enabled.

I’m looking for a way to have a perfect fade from 0% to 100% displacement in the selected area. I tried it with a gradient texture node but thats hard to adjust perfectly. Is there any better way maybe with vertex colors?


I’d probably just try to mask it using UV.u, mirrored using ping-pong 0.5 multiplied with 2 if symmetric. Just draw the curve how you want the mask to be:

You maye also just add a second UVmap with all the profiled tire on one side and the other one the other and the selected on to use a gradient… precisely…

1 Like

@Okidoki:
I tried it first with this method but I found it hard to adjust if you have more than one gradient.

@CarlG:
The idea with the curve is fantastic and works very well.

Still I think I would prefer a fade from one vertex to another but I don’t know if thats even possible with displacement.

Thanks to both of you!