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Is there a way to feather a selection within one plane in order to have 2 different variables of a procedural texture blend into each other? I can't seem to avoid the hard edge in between the 2 procedurals.enter image description here

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marked as duplicate by Denis, David Apr 6 '17 at 13:51

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    $\begingroup$ I suggest adding images to illustrate your question. At the minute it is a little unclear. $\endgroup$ – Ray Mairlot Apr 5 '17 at 15:04
  • $\begingroup$ Have you tried vertex color paint? you might be able to paint black in one area, white in another and then blur the edge to get a smooth transition and use that as a mask through the Attribute node. $\endgroup$ – Craig D Jones Apr 5 '17 at 16:12
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    $\begingroup$ You can't "feather" geometry selections, use a mask in the material instead, like a procedural based or image texture $\endgroup$ – Duarte Farrajota Ramos Apr 5 '17 at 16:30
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    $\begingroup$ I'm with Duarte on this one, I would add a texture to the mesh instead. If you apply this texture for a temporary time to just paint directly on your mesh, you can use texture paint's brushes to achieve your desired effect quite easily. You can use the standard F Tex Draw Brush to make your major selection, then use the F Soften brush to feather the hard edges as desired. Remember that you have a tool shelf on the left to where you can control the amount of influence with a high degree of control during this process. Then save this image and use it as your Mix factor. $\endgroup$ – Rick Riggs Apr 5 '17 at 17:44
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    $\begingroup$ @DuarteFarrajotaRamos Similar question, but the other question (and answer) is about an implementation in Blender Internal, not Cycles. $\endgroup$ – JakeD Apr 6 '17 at 0:59

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