Make a fading effect between 2 textures/mat? (hard to explain)

Hi everyone

So I modeled a pumpkin for Halloween, I made it orange (duh) and then I made a vertex group of the green tail on top and assigned a green material.

Now, I don’t like the result , too much artifacts! I tried to smooth things and all but I am stuck

I would like it to look smooth and not like I just chopped it off with a knife.

Lot of google search with no luck :(((

I appreciate the help!! :slight_smile:

Hi. I had a similar problem and find a way to solve it. But have in mind, I am new to Blender, so this can be not the best way to do it. Anyway - to tackle this transition thing you can use mix shader node and two dofferent shaders for orange and green materials. And for transition use gradient texture node, which goes to fac input of the mix shader node. In that case you will be able to control the transition fade with color ramp node. In case it is not very clear, I screenshoted node setup of my project.

1

2

And the final result -

apple

Here you can notice the smooth transition between two materials.

Gumenas is basically right, except use of a gradient+color ramp to do this is only going to work in specific instances. In general, you would hand draw a black and white mask and use that texture’s values as the factor to mix between two shaders.

Thank you both so much for the replies!!!

@gumenas I can only see the result in full screen, could you post a full screen photo of the nodes?

Thanks!!

node-group

Hope that helps.

Thanks for the quick reply

I will let you know how it went! and I’ll post the result!!

Best
Jb

Hummm did not work…

Maybe there is another solution? What I would like to do is makes the base of the green part smooth circular instead of all rectangular…

I tried selecting and then smooth vertex but didnt go good, I also tried the to sphere thing…

any ideas?

bandages’ solution might be the best/simpliest option…
You can use an image texture as a mask, but a simple vertex_color layer should do the trick:

Neat thing with vertex color approach is that you can use a vertex color proximity modifier and use an empty or hidden object to control the mix. And if you figure that out, it gives a fairly intuitive way to control the falloff by moving the controlling object around. Only downside is that it requires the mesh to have some moderate to high level of vertex density.

Yup… luckly subdivision smooths vertex colors. :slight_smile:
For me, the most annoying thing about vertex colors, is that Cycles stores them as sRGB, so a value of [0.5,0.5,0.5] will not end up as a 50/50 mix. :frowning: