Look at the render and on my vertex painted object. Truly, where I painted with black color, there's first material on render and vice versa.
What bother me on previous render, is that the transition between the two materials is linear which look a little unrealistic. I also solved this problem. So if the gradient ramp represent the transition between materials, it is clear that we are going to tweak this map. I don't want this transition to be linear, but something like fractal noise. To make this, we are gonna put a mix map instead of simple gradient ramp to mask slot of blend material. You should be able to make this map from next picture, there is everything you will need for it.
On the next picture, you see that the transition is now more realistic.
I will show the same pictures, but with the similar materials, to better see the difference.
So this is the main procedure.
I continued with assigning another 3 materials to this teapot. I do this by making new blend material, assigned new material to the first slot and to the second slot I assigned our old blend material. As mask, I make another mix map(similar to previous one), in which all the maps had higher map channel and than I put another vertex paint modifier and set its map channel to the same as in the maps of the mix map. I continued further more - new blend, new material, new mix map, higher map channel, new vertex paint.
Everything is clearly visible on my final material tree
3DTotal
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This is the additional three materials.
This picture is how all 5 materials will blend together.
Eventually this is the final image - so it is blend of 5 materials and every material is placed on the teapot with new vertex paint modifier - at the end, I had 4 vertex paint modifiers in the stack with different map channels assigned.
So i hope you enjoyed this tutorial and feel free to contact me if you have any questions.