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Full Version: How to color terrain with mask by object in COPS?
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seven6ty
Hi, I have a torus shape fed into a height field mask by geometry going into a height field terrain, with the torus used to define mountains on the outside, and a sphere maskbygeometry node to define sand dunes, on the inside. Essentially, I'd like to use one COP net to define one shader setup for the mountains around the outside, and one for the dunes in the center.

I'm using a height field copy layer to feed each of these masks into separately named masks, that then make their way into a uvquickshade node, that gets picked up by the COPS node. I'm baffled with what to do in the COPS net though? I use a SOP import node to import the terrain. I'm able to feed that into the geotolayer node, which generates my mask for the mountain and dunes. I thought I could feed each mask into it's own constant, and then use a layer merge to combine those, but that doesn't work. I'd appreciate it if anyone could give me any pointers? Thanks!

Houdini file and images included.

Italimpex Productions
Hello. I appended a revised hip file that will hopefully fix your issue. On colorcorrect nodes I disabled all parameters except Master ones. You can change mask color in "Master Mult" and optionally expand or shrink the mask further by changing "Master Gamma".

This is how my setup looks like:
seven6ty
Italimpex Productions
Hello. I appended a revised hip file that will hopefully fix your issue. On colorcorrect nodes I disabled all parameters except Master ones. You can change mask color in "Master Mult" and optionally expand or shrink the mask further by changing "Master Gamma".

This is how my setup looks like:

Oh, beautiful! Thank you so much.
Italimpex Productions
You're very welcome! I also experimented with HSV Adjust and cloudnoise3d nodes so here's another idea how to layer different masks (height, debris, sediment, flow) to get more detailed version of the final mask.

I appended another hip file!
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