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Mixing shader edges in houdini?


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Hello, 

I have a zbrush model. 
Model has different elements
1. Blade part
2. Root part (blade has growing roots)
3. Bone part (blade has bone / fang similar element)

As i understand in order to texture it correctly i have to have different pollygroups for those parts as i cant have same shader that has glossyness on roots part as roost are not shiny

but i am afraid that it will make those shader connections too sharp like instantly shiny part ends and non shiny part (root part) starts.
Is there a way in houdini to blend those edges somehow?
Here is also a video where i try to explain this
 

 

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you can blend and layer materials in houdini

so if you paint your mask in Mari you can use them to create soft transition between completely different materials if you desire

https://www.sidefx.com/tutorials/houdini-16-masterclass-custom-shading/

 

not sure about Mari, but Substance Painter for example allows you to easily combine and paint materials directly so all your final textures have appropriate values for all the parts of your geo and ideally can be used in a single material without any additional work

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