Hullo,
so, I have my typical mountain range; I want to cap it with snow and have the usual grass-rock texture at lower altitudes. In the native engine, I would achieve this by setting a gradient to "slope" or "y distance from object", or by using a weight map if I want to have more control. But I cannot imagine how to do it in Octane. Any suggestions?
ADP.
Mimicking "distance from object" in gradient.
Moderator: juanjgon
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
I've done that in the past. Only works though if that's how your mountains where created 

Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
Ah, thanks Juanjo, hadn't thought of that. Except as GR says, it only works if your mountains were created with a displacement map. Hmm. Perhaps I could feed it a bitmap gradient... Bit of a hassle though. It's strange, Octane is such a pleasure to work with and then every now and then you stumble into things that you've always taken for granted but just can't be done. 
ADP.

ADP.
You can eventually use a gradient texture from black to white
and use it as alpha in a material mixer node (in the Z or X axis), i use this when i need
to have a gradient color/materials in packaging.
You can use the gamma of your texture/gradient to adjust the height of the effect
Oliv
and use it as alpha in a material mixer node (in the Z or X axis), i use this when i need
to have a gradient color/materials in packaging.
You can use the gamma of your texture/gradient to adjust the height of the effect
Oliv
- 3dreamstudios
- Posts: 479
- Joined: Fri Apr 03, 2015 8:55 pm
I was just starting to work with the displacement node and ran into this as well. Altough these are some decent options as work arounds...there really isn't anything I see here that can replace the SLOPE node to be ultrarealistic...and that's what we want in an ultra realistic engine like Octane!
It's not just how high things are...but on which slope of the geometry does different kinds of materials live on.....Grass on lower slopes.....rocks on steep slopes...and snow on higher things. It's a combination of slope and height gradient.

It's not just how high things are...but on which slope of the geometry does different kinds of materials live on.....Grass on lower slopes.....rocks on steep slopes...and snow on higher things. It's a combination of slope and height gradient.
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
If you can project onto your landscape using planer on x or z, you can use the sawtooth node (or an image that is just a gradient from black to white) and plug that result into the octane gradient node. You then sue the individual inputs of the gradient node to drive the different colours (at different shades of grey)
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
Sawtooth..? Hadn't thought of that. Sounds mightily interesting, I'll give it a try tormorrow. I also like the fact that I can sue those lazy individual inputs into doing my biddinggordonrobb wrote:If you can project onto your landscape using planer on x or z, you can use the sawtooth node (or an image that is just a gradient from black to white) and plug that result into the octane gradient node. You then sue the individual inputs of the gradient node to drive the different colours (at different shades of grey)

ADP.