I'm trying to make a rock stick out of the sea, and want to blend from a wet rock to dry rock using cycles nodes.
I use a mix shader to blend between two shaders based on the Z position. The mix factor is obtained by calling
smoothstep in an OSL script.
My node setup is like so:
However, for some reason I'm getting a sharp seam along Z positions where the blending ends:
Anyone know what might cause this, or how to fix it?