As seen in the picture smooth steps delivers a constant of one
if the low and max are negative.
I might be wrong, I miss a convert x scalar.
Isn't this because the preview is only looking at Y=0?
The smooth step works as expected for negative borders.
But now I have a new problem.
My gradient (divide scalar 01) is build inside a null shader.
The input of the null shader is assigned to "divide scalar 01"
The output does not show the correct preview.
@Dune: The input to the smooth step is the distance from the origin
so positive and greater than the upper limit, so output one.
Isn't it easier/better to project the output on some hilly terrain, so you can see what it does in relation to Y?