042] Global Mapper - Changing Elevation Colors : Custom Shader

Today, we will learn how to change the Shader to your desired colors using familiar elevation data.


I am providing a suitable elevation dataset for this tutorial, so it is recommended to use the attached file.

Attachment: 042-Custom Shader.zip
(This is a safe proprietary data file for Global Mapper.)


The compressed file contains DEM data and a .prj file. Open the DEM data in Global Mapper.

[img 1 : Global Mapper DEM data loaded with Atlas Shader]
[img 1 : Global Mapper DEM data loaded with Atlas Shader]


It should be loaded as shown above. The currently applied shader is the Atlas Shader.

Now, let’s add a new shader according to your preference.

[img 2 : Selecting Add Custom Shader from the Shader list box]
[img 2 : Selecting Add Custom Shader from the Shader list box]


Click on the Shader list box and select "Add Custom Shader...". The Custom Shader window will appear.

[img 3 : Custom Shader dialog and color selection interface]
[img 3 : Custom Shader dialog and color selection interface]


Name: Enter a name for the shader you want to register.

By entering the altitude in the Height/Slope field under New Height/Slope Entry and clicking Add, you can specify a color for that specific elevation. By repeatedly specifying desired elevations and colors and clicking OK, a new shader will be registered.

Blend Colors Between Elevation/Slope Values: This option allows you to choose whether to apply a gradient transition between each color.

Manually entering every elevation and color value can be quite tedious. Therefore, it is much more convenient to use a pre-saved color scale file.

Attachment: ColorScales.zip
(This is a safe proprietary data file for Global Mapper.)

.clr file is a color scale file created in Surfer, a program by Golden Software used for terrain analysis and representation.

[img 4 : Importing a Surfer CLR file into Global Mapper]
[img 4 : Importing a Surfer CLR file into Global Mapper]


When you extract the attached files, you will find various types of .clr files. Click on "Initialize From Surfer CLR File...", navigate to the extracted folder, and open the BATHYMETRY_WARM.clr file.

The color scale has now been loaded into the Custom Shader window.

[img 5 : Scaling the shader to current elevation values]
[img 5 : Scaling the shader to current elevation values]


If you look closely, the current terrain has an elevation range of approximately 158m to 600m, but the loaded .clr color values are only applied from 0m to 100m.

In this case, check the "Scale Shader to Loaded Elevation Values" option. If the elevation range of the specified shader differs from the actual terrain, this will match the first and last colors of the .clr file to the minimum and maximum elevations of your current data. Let's click OK.

[img 6 : Terrain map with the new BATHYMETRY_WARM shader applied]
[img 6 : Terrain map with the new BATHYMETRY_WARM shader applied]


As you can see, the newly imported .clr file has been successfully applied.

If you wish to modify the .clr file settings:

[img 7 : Navigating to Shader Options]
[img 7 : Navigating to Shader Options]


Select "Shader Options..." from the list.

[img 8 : Configuration Shader Options window]
[img 8 : Configuration Shader Options window]


The Configuration - Shader Options window will appear. Verify that BATHYMETRY_WARM is selected and click the Edit button.

[img 9 : Editing color and elevation values in the Custom Shader window]
[img 9 : Editing color and elevation values in the Custom Shader window]


This will bring up the Custom Shader window we saw earlier. To change elevation or color values, select the desired item from the list, click Change Color... or Change Value..., modify the data, and click OK.

The process is a bit detailed, but this is how Global Mapper allows you to customize shader colors. 


That's all for today!


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[043] Creating Regularly Spaced Points : Create Point Features Spaced Along Selected Feature(s)
Related Posts
  • ■ Chapter 5: Styling, Labeling & Visualization

    [038] Styling Features: Style - Area

    [039] Styling Objects: Style - Line

    [040] Customizing Objects: Style - Point

    [041] Label

    [042] Changing Elevation Colors : Custom Shader

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