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Calculating slope from heightmap procedural?

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  • Calculating slope from heightmap procedural?

    Is it possible to calculate the slope of a black+white procedural intended to be used a procedural? I want to drive the levels of BerconNoise1, based on the slope of an identical BerconNoise2 (so it has more levels on it's cliffs). Is it something you can do with a map-driven gradient? You can do it for height easily, but I don't know how to do it for slope.

  • #2
    I imagine a highpass would do it. That is, fake it. But can you do that with a map in Max?

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    • #3
      Try putting them in a composite map and multiply one over the other.

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