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This node setup, disregarding the Vector Curve which I am failing to use, mixes two Shaders together, but with a long enough mesh, a hard line is very obvious. Here it is marked by blue.

How would one break this hard line into something more organic, wiggly, and speckled as indicated by red?

enter image description here

jachym michal
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Remaint
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3 Answers3

13

You can distort the gradient with a Noise texture

  1. Noise texture to control the scale of the noise
  2. Vector Math > Multiply to control the amount of distortion
  3. Color Ramp to control the gradient position

enter image description here

jachym michal
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1

Instead of using a vector curve, try displacing the whole vector with random noise - it will make it procedural and non repetitive (it will also work with a handpainted texture mask).

For the speckles use Musgrave Texture. You may limit specles placement with a ramp.

Tweak the scales and ramps to make it suit your needs better.

Shader arrangement

Parchandri
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-1

Try adding Voronoi texture to the gradient texture of the blend coefficient.

Lukasz-40sth
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TANDG
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