Blend Shaders Node - Awesome Post Title
Hi Everrrrybooody, 😃
we need a node that blends two different shaders at the seam into each other by that amount set. When you have assigned two materials to different polys, then you get at the seam a hard edge. Now we have already a node for bevel based on shading. Now we need a node that blends the two different materials into each other.
This would fix a lot of cases: blending different hard edges like different materials assigned, blending shadow catchers easily, blending different textures easily, and so on... No more hard edges at material edges would be a dream. And... no more tedious post.
This would mean that the node would extend the normals into each other and blend, then pass it to cycles. Or ?
Cause it would be a shame if Blender would not be able to BLEND. 😛
5 Comments
Isn't that the Mix shader?
{attachment 2021-05-25_14h36min44sjpg}
* @-L0Lock- * No, its not. The mix shader mixes 2 shaders, that are applied to the SAME polygon. I mean blending the edge of 2 polygons with 2 different shaders.
That would be a Node that would exist as an effect/override of the whole object shading, ONLY at those edges. Would look at the edges of the different materials and blend them by a certain amount. Ideally you would have in the Edit mode under UV, Below "mark seam", another menu item named "mark blend". And now that edge would blend those 2 polys together.
This would also benefit the shadow catcher, because you could blend emissive BG with an diffuse FG seamless on the same surface.
I hope i explained it good enough.
* @alpha3delta * I don't think this is something that is really needed. Why would you want to apply two different shaders on polygons next to each other?
* @zorro.weaver * Let's say you make a ground, you might need several materials to get something somewhat complete. Though when I want to blend two materials, I use a mix shader with bitmaps or procedural textures as input factor. Or actually, I actually don't use several materials, but several textures set plugged into a principled shader, but same story really.
Using directly the separation of material assignation could be a quick and dirty solution for that, the same way we have a blend option for image textures using box projection. But... At this stage, That would be basically another variant of using vertex colors or texture paints. And also vertex/face groups once this will be supported.
* @-L0Lock- * I see what you mean, but as for the proposal, the mix shader node is a better way to deal with this. Maybe when we get a more unified attribute assigning system, this will be easier.