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Could this kind of texture be doable in Blender procedurally? The yellow dotted line in the following reference pic is marking what I'm struggling to create.

With musgrave and noise textures I've gotten this far, but I'm unsure how to do that tattered fade between light and darker blue:

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  • $\begingroup$ Ask a new question, this one has been answered $\endgroup$
    – Leander
    Commented Jun 30, 2017 at 15:56

1 Answer 1

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Instead of using a musgrave node as in your .blend-file, I used two noise nodes where one of them controls the scale of the second one to make the fade "grainy". I also made the ColorRamp gradient a bit softer. See the node tree below:

enter image description here

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    $\begingroup$ Nice solution - although using a variable Scale on that second Noise can produce unintended consequences... the graininess will become more pronounced the further you are away from the texture origin. An alternative would be to Add the noise to the Vector coordinates instead and this should be more consistent over distance/scale. $\endgroup$ Commented Jun 26, 2017 at 9:30

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