How do i make this material split meshes in half and not make them have stripes?

How do i make this material split meshes in half and not make them have stripes?

I want it to look kinda like this:

I cant just scale it up cause it has small details to make it uneven.

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I need to make the world aligned texture to work horizontaly but just cut off verticaly. Than use a parameter to move this up and down in %

Ok i abandoned the uneven line and it now looks like this.

but if someone has an idea pls help.

Okay, so there are a couple of things. One, there are a lot of ways to split a texture in half, you landed on an if node in your second example. That works, but you can also just use a round node on your tex cord.

You have a texture that integrates this, though, so I am going to assume that you don’t want to split down the .5 of the UVs, but at a specific point in the world. The simplest way that I can think of to do that is to bring back that “If” statement with something like this:

This will just switch between these two colors depending on the world position of a pixel, as you can see here:

All these planes have the same material; the only thing different is their position. If you wanted to add variation to the transition point like in your example, all you have to do is adjust that break point according to some independent value. This is very simple to do with some noise. I’ll use the world position again to generate some simplex noise and add it back to the break point:

That gets us something like this:

or like this from close up:

However, I think you want something closer to the transition between two painted sections of a wall, and that is not what this effect is achieving. So instead I will use the X, Y world space coordinates to sample a noise texture, and add that variation back to the break point like this:

That will give us variation that looks like this:

and from up close:

I’m pretty sure you could also use a lerp instead of an if, but I do not feel like trying to remember what the math required to make that work would be. Anyways, hope this helps!

P.S. I see that you are using a switch parameter with a Bool; if you are doing this for material instancing, I would recommend using a Static Switch Parameter. This will completely eliminate the non-selected path from the shader code, making it MUCH more efficient. If you have the bool for dynamic material reasons, please disregard.