View Full Version : displacing normal to gradient input or something

06-28-2009, 01:42 PM
Hi everyone. I am trying to feed the displacement into the input on a gradient but can't figure out why it's not working.
I want to make the lower areas one color and the higher areas another and controlled by a gradient. I have tried plugging the normals into the inputs on a gradient. but it doesn't work. hrm.... i'm kinda trying how to make a crevice shader basically if that makes sense. any help is welcome and appreciated.

06-28-2009, 02:57 PM
i am using a university hosting folder.

06-28-2009, 03:20 PM
no, it asks me to log in.

06-28-2009, 03:22 PM
i am using a university hosting folder.

No. It's asking for a log in. Just upload the file here.

[edit] It'll help to delete the original link too as it's just annoying and will stop people looking further into the thread.

Mr Rid
06-28-2009, 03:22 PM
I dont know exactly what you are trying to do but maybe these are some ideas.



06-28-2009, 03:29 PM
Well.... the color difference and the displacement are actually different things. You CAN use the same color gradient in the displacement channel.

both should work fine...

06-28-2009, 03:55 PM
hehe, that was obtrusive.

06-28-2009, 03:56 PM
what's the pop up nonsense!

06-28-2009, 04:16 PM
i'm trying to do a whole planet and was trying to have some complex procedural displacement and wanted the displacement to drive the input on a gradient. a lazy way of making grass on the low parts and rocks on the bumpy hilly things.

sorry for the whole log in thing i didn't scroll down and see i could upload little images.

06-30-2009, 10:29 AM
Do you mean something like the attached picture? If yes, here's a scenefile for you to look at.

07-01-2009, 05:56 AM
That's kinda what i'm going for except I would like to have slope control. Basically i'm trying to make a whole planet and have snow on the flatter areas and rock on the slopes. I find this to be impossible so far. any suggestions.

Mr Rid
07-01-2009, 03:55 PM
UV maps.