Hi Karl

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?

Yes, that certainly sounds like a wrong way to do it.
What would be the better way to do this?

The control channels should be computed in the Surface Geometry shader. Surface Normal is available in that shader, so slope values can be computed.

Best regards,

Vesa

Reply via email to