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…