Hi Vesa,

I can't tell if the system should be changed. I know too little about all
the shaders and it's functions to have an opinion about it. Your solution
worked perfectly well.

On the other hand I did follow the instructions of the section "blending
materials" in the user manual. I never got the idea that this technique
would exclude the geometry shader. So maybe there should be a warning in
this example that it only works with surface properties. Or change the
example with the solution you suggested for my problem.

Arjo.

> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Vesa Meskanen
> Sent: dinsdag 7 november 2006 8:51
> To: [email protected]
> Subject: Re: scope problem
>
>
> Hello, Arjo
>
> > 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.
>
>
> Best regards,
>
> Vesa
>
>

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