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indigosm
Has anyone used the HEIGHTFIELD VISUALIZE node to draw 3 masks as an rgb texture and for some reason, a mask is drawing in the red channel even though it's in the 3rd position and thus should be blue?

if i replace the 'b' mask with a new noise mask, it works correctly, so SOMEHOW this one mask only allows itself to be drawn as red, regardless of what it's order is in this list of masks...

i'd love it if anyone knows of a way around this issue.. i've tried everything under the sun and can't find anything that works..

or if there's another way to view 3 masks as rgb in the viewport, i'd gladly use that. i was using the HEIGHTFIELD QUICKSHADE originally but found out each mask overwrites the underlying masks.. for example if i had a red and green mask visible and then added a blue mask but it had an opacity of 1 on all pixels, that means the entire image is ONLY blue. that's obviously not what i want. i just want the blue channel to be 1 for the entire heightfield.

thx so much!
-seneca
indigosm
indigosm
Has anyone used the HEIGHTFIELD VISUALIZE node to draw 3 masks as an rgb texture and for some reason, a mask is drawing in the red channel even though it's in the 3rd position and thus should be blue?

if i replace the 'b' mask with a new noise mask, it works correctly, so SOMEHOW this one mask only allows itself to be drawn as red, regardless of what it's order is in this list of masks...

i'd love it if anyone knows of a way around this issue.. i've tried everything under the sun and can't find anything that works..

or if there's another way to view 3 masks as rgb in the viewport, i'd gladly use that. i was using the HEIGHTFIELD QUICKSHADE originally but found out each mask overwrites the underlying masks.. for example if i had a red and green mask visible and then added a blue mask but it had an opacity of 1 on all pixels, that means the entire image is ONLY blue. that's obviously not what i want. i just want the blue channel to be 1 for the entire heightfield.

thx so much!
-seneca
aha! i found a hack workaround for this bug. if i reorder the poly indices by removing the poly and merging it back in, it'll finally draw in the blue channel like it's supposed to.
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