ReferenceMaterial nodesShading
Height Occlusion
Darker where a height changes steeply: its slopes and creases.
ƒHeight Occlusion
Height0
Strength4
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
Heightheight | float | 0 | – |
Strengthstrength | float | 4 | – |
Outputs
| Pin | Type |
|---|---|
out | float |
The code it becomes
What Studio writes for the graph below: a few lines of the material's shader, worked out for every pixel.
void mainImage(out vec4 fragColor, in vec2 fragCoord){ float n2_out = clamp(1.0 - fwidth(0.0) * 4.0 * 10.0, 0.0, 1.0); fragColor = vec4(vec3(n2_out), 1.0);}In a graph
ƒHeight Occlusion
Height0
Strength4
◎Material OutputEnds here
Colour
Alpha1
Texture coordinates into the node, and the node into the material, as Studio draws them.
Related
Notes from the community
Written by creators and checked by the docs' editors. Not part of Motion's official reference.