> > 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. > > For your information: I discovered the reason to the problem. Common > properties shader defined values are common only to its > parent material. > The scope it defined did not affect surface geometry shader > in another > material. > > This is not an actual bug, just the way the system works now. > I'm not sure > it this should be changed. I'll consider it.
Hi I'm still not able to assign a scope value stored in channels, to the surface *geometry* shader scope value. Assigning bump height maps just doesn't work properly. Assigning scope value from channels, to a surface *property* shader works though, for bumpmap scoping. In my case, this was just what I needed, but sometimes bumpmap scoping can be desired to have a different scope from the rest of the surface properties. Karl This e-mail and any attachment are confidential and may be privileged or otherwise protected from disclosure. It is solely intended for the person(s) named above. If you are not the intended recipient, any reading, use, disclosure, copying or distribution of all or parts of this e-mail or associated attachments is strictly prohibited. If you are not an intended recipient, please notify the sender immediately by replying to this message or by telephone and delete this email and any attachments permanently from your system.
