I have seperated Z-axis from vectors to mask a texture to appear only on faces (normals) facing upwards. This is working this far.

But the masking is linear and "clean". Is there a method to distort this vector "mask"? so that there is some "rough edging" or changes along the Z axis along the mask.

I hope my question makes sense. Thank you for advance.

  • 1
    $\begingroup$ So you are doing something like this and want the transition distorted. Is that correct? $\endgroup$
    – David
    Mar 19 '18 at 13:14
  • $\begingroup$ Yes pretty much. I am testing the technique on a wood log which has moss on top of it. A sharp but distorted transition. $\endgroup$ Mar 19 '18 at 13:56
  • $\begingroup$ Post your node setup here so that we can see what you've already done. $\endgroup$
    – dr. Sybren
    Mar 19 '18 at 14:45

Building off of my answer here I add in a Noise Texture which creates the distortion.

cycles material nodes The three selected nodes are the new ones for the distortion.

From left to right in the image below. The Z component of the normals, the Noise Texture, and the two multiplied together to make the final mask. the Fac mask and noise texture

  • $\begingroup$ This is a perfect answer for my question. Thank you! $\endgroup$ Mar 19 '18 at 15:29

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.