Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

galagast

Terrain OGL Viewport Colors

I'm trying to understand how the Height Field Quick Shade is shading the terrain in the viewport. Somehow, modifying and or re-creating a simplified version is proving difficult.

Currently, in order to learn it, I'm simply trying to create a viewport display that has an option to just set a Base Color, and a Slope Color.
terrain_vp_colors_shader.JPG
The Base Color is just an overall color for the whole terrain. The OGL Diffuse seems to work on this case (channel referenced in this case).
The Slope Color is masked by a custom Slope field (generated by a HF Mask by Feature).

Internally, I'm just using a Color Mix node with the Slope Field set to the bias like so:
terrain_vp_colors_colormix.JPG

The setup works as expected when rendered:
terrain_vp_colors_render.JPG
And by using the HF Quick Shade (as seen in the viewport):
terrain_vp_colors_quickshade.JPG

 

But by trying to re-create a simpler setup.. I'm unable to properly show the colors that I want in the viewport:
terrain_vp_colors_custom.JPG

How do I set the OGL Diffuse to the output of say, a Color Mix VOP?

Here is my current network and H16 file:
terrain_vp_colors_network.JPG
terrain_vp_colors.zip

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now