I need help for making the opacity material, which have a blending edge that blends with base material.
I have attached a screenshot in which I applied circular gradient opacity map to a circular shape to blend it with base material.
but I want to make a material which can help me to blend any kind of shape with the base material.
Basically the material must have the edge blending property.
And I don’t know how to make such material, so I need help for the same.
Basically the material must have the edge blending property.
If you need it to work on any arbitrary place on the mesh, then i think the only solution would be to unwrap that mesh properly and use gradient ramp, or manually painted map.
It’s possible procedurally but you need a special setup:
copy (reference) the base shape
select original shape, right click in the modifier list, choose ‘Make Reference’
now you can add different modifiers to both objects (above the reference line in the modifier window), while still being able to modify the base shape
Now you can use object B to drive opacity of object A by using a distance map and object B as the distance object.
Of course, you need to make sure the resulting geometry produces a valid result.
Keep in mind that on an extruded object, you will see both the front and back side of the object. You may need an additional setup to make sure the back faces are invisible, for example by using MatIDs (which could be automatically assigned when using a Shell modifier for example).