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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.

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    $\begingroup$ 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. $\endgroup$ – Mikko-Pentti Einari Eronen 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
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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

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

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