I am trying to make a procedural texture that seamlessly blends between two materials for a game asset. Think some grass covering a stone road, and I have an output I’m happy with. But it relies on a very particular gradient to get it to look right, which isn’t very easy or practical to reproduce in a mask.
My question then is, how could i make a custom blending mask such as this
with something as simple as any black and white mask with hard line boundaries. Its not as simple as blurring the mask in external software since it will move the boundary to wherever the colors average. And the Noise + Linear Light trick does not work here either.
Since it is for a game asset, there’s no point in doing it procedurally. It won’t export. Instead you should usee whatever material blending system the game engine offers- usually decal projectors
one might use some different layers of gras with stepwise more grass elements and “store” the height for example in the alpha channel and the use a shader to use different “levels” of mixture..
so you use RGB for the gras and the A(lpha) for different transistions.
When also doing so with some stone texture one might eb able to use the stone or the grass alpha transition or some mixture of this..
Of course the shader has to be setup in the game engine and it also only works along “one direction”