At 11:05 26-10-2006, you wrote:
Hi,

Does anyone know if scope supports the material geometry shader?
I created a little testscene to show my problem.

I assigned a colored bumpy material to a rectangle.
Locally I want another color without bumps.
Changing the color using a scope mask is no problem.
To get rid of the bumps I tried to insert a geometry shader with a constant
bump height in the second color material.
But then all the bumps disappear.

Arjo.


Hi Arjo,

Yes it's possible but tricky. See the attached modified project.
I set up a custom float channel 'reptilescope'. The control material 'stripes' defines this value and it is transferred to the reptile material and copied into Scope. To be sure this material is always evaluated first I set Priority to 5 (high=first). The main trick is: in the stripes material, the reptilescope definition should be in a Surface Geometry shader, not Common Properties! This works for both bumps and surface properties but I have no idea why.

Actually I'm using this method all the time, for example: there's a terrain with grass, stones and soil which should be positioned exactly according to the architects' drawings. I paint a control texture in pure red, green and blue; red=grass, green=stones, blue=soil. A custom color channel transfers the values to the Scope of the grass, stones and soil materials. So, with only one control texture you can define the distribution of three separate materials including bumps!


I hope this makes sense, I'm sure there are numerous other methods...

-Mark Heuymans

Attachment: scopetest2.r3d
Description: Binary data

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