> > I'm still not able to assign a scope value stored in 
> > channels, to the 
> > surface *geometry* shader scope value
> 
> Can you tell what the problem is in more detail? I just tried 
> the simplest possible way (shown in the pictures below) and 
> it worked fine. 
> 'mybh' is a float channel assigned to vertices of a SDS mesh.
> 
> Although bump height scoping seems to work at least in some cases, 
> it has one serious problem, which has been discuees here many times. 
> Vertex channel interpolation is not continuos enough. Height field 
> derivation requires very high continuity from the field, and 
> now vertex 
> channel interpolation creates linear slopes.
> 
> This is a serious problem, and I plan to fix it in v6.

Well, starting to think about it, I may understand why I have
a problem with it. My setup goes something in the line of this:
SDS landscape
PM Evaluator (material that assign scope values based on slope & height,
   it does so by measuring angle between mapz and surface normal, and
   height as a curve of mapz distance, then combining them into four
   different types of slope&height combinations. It does all this in a
   surface properties shader, which I presume is the cause of the
problem.)
PM Low&Flat (color & bump texturemaps, controlled via the appropriate
channel)
PM Low&Slopy (color & bump texturemaps, controlled via the appropriate
channel)
PM High&Flat (color & bump texturemaps, controlled via the appropriate
channel)
PM High&Slopy (color & bump texturemaps, controlled via the appropriate
channel)

I think my problem has to do with shader evaluation, surface properties
which
assigns the scope channels is evaluated after surface geometry which is
supposed
to read the scope channels. Am I right? What would be the better way to
do this?
I'm only playing, so I can live with using the faster bump direction in
surface
properties shader anyway.

Karl

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