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 > >
