meldrew Posted March 22, 2016 Share Posted March 22, 2016 Hello all, I'm trying to figure out how to shade a grid with multiple displacements based on furthest point from a defined grid, using a ramp to control color between max pos/neg. I found this solution in an older topic, however I haven't managed to get it working on my scene, and it doesn't quite have the control I'd like (i.e. multiple color values along a ramp). http://forums.odforce.net/topic/14220-proper-height-map-in-a-shader/?p=89519 Anyone have any tips? Should I be looking at VOPs or working directly in a shader? I've attached an example scene with the type of geo I'm working with here - Essentially the mountain SOP becomes the surface I want to measure from, and the VOP displace is what I'd like to apply the shader/color to. Any helps/tips are very much appreciated! Thanks! height shader.hip Quote Link to comment Share on other sites More sharing options...
misterbil Posted March 23, 2016 Share Posted March 23, 2016 does this help? I'm using the point clr to tint the surface and calculating the distance via VOP. there might be more elegant ways to do this. But this worked good for what I needed. cheers distance_clr.hipnc Quote Link to comment Share on other sites More sharing options...
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