Blending into the ground
There are techniques for placing terrain assets to blend with the ground material and remove obvious seams. The same technique can be used in other situations, but this scenario was raised by Drew, the director. Given that I try these things, then forget what I did some weeks or months later, I thought I'd make this a Blender School post.
Technique 1: Geo-Nodes (From James Combridge)
Concept: Create a mask to apply to an object's material that checks the distance from the ground object.
Object info node that looks at the Relative position of the GroundPlane Object via the Geometry Proximity Node (distance). The result is pushed through the Stored Named Attribute node and is given the name GroundMask. Simples!
The Rock (object) material gets the Ground material added via a Mix Shader node using the "GroundMask" attribute we just set up.
For more control over the blend placement, make the following edit to the GroundMask:
Take the Geometry Proximity output and feed it through a Map Range, using its adjustments to fine-tine where the blend happens. You can further improve the look by adding another Map Range, mixing them (Mix node) using a Noise Texture as the factor.
Technique 2: Normal Mapping (From SpennyFX)
SpennyFX looked at an alternative to the above technique using normals.
This technique produces a more ambient-occlusion-like mask suitable for smaller objects.
In spite of a number of quirky errors, Blender 5.1 looks functional. The only major addon that remains incompatible (as far as I've tested) is Geoscatter.


























