Adjust shader colors in "Color Lidar by Height Above Ground"
Simple but dumb question
I find the "Color Lidar by Height Above Ground" to be extremely useful, however, I'm trying to show more detail on the tree tops so i can distinguish one tree from another and not really care much about the ground itself, is there any way to adjust the altitude of the shader? or the color? I'm trying to show tree tops above X meters as one color and below that in another color, but so far I have been unable to find where I can adjust these color values.
Seems there's no "easy" way to do it (at least none that I could find) but I wondered if the default shaders can be edited in the registry or config files, I've done this with the default contours so maybe its possible?, this is so I can change the start from color and start from altitude of this default shader, or another way to do it would be, can we make a custom shaders that allows "use ground level as base"?
I hope someone here knows any way to do this, as the tool is extremely useful.
Thanks in advance
The reason for this question is because right now, essentially all the tree tops just show as one huge red blob since they are almost all at the same altitude, its near impossible to discern one tree from another, but if I do a manual shader area by area I can do it but it takes way to long to do this on 150ha of land, not to mention I cant export a nicely colored raster of the whole tree population colored by altitude as the customer wants.
And yes... i can do it in QGIS.... but I hate QGIS hahahahaha
You can create a custom shader with the color ranges that you want and use that when coloring Lidar by Height Above Ground. For example, I created the following shader that doesn't hit red until 20m above ground:
Another option is to export your Lidar to a new LAS/LAZ file and check the option to 'Save Height Above Ground Rather than Elevation' when exporting. Then load that file back in and just color by elevation and use any built-in shader normally without the artificially restricted range.
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Thanks for the response, I have tried your suggestion however the shader only takes into account absolute meters it does not take into account the dynamically changing ground level, on large datasets with over 100m in terrain difference the ground moves around quite a bit that's why the color from ground default shader works great, the forested area were doing has hills and gully's so a fixed ground does not work, unless there's a way to trigger the ground option we missed the only options we see is standard set altitude shader optionsnow your second option seems promising, the loaded map would be useless in Z but it's fine we only need to mark down the trees, thanks for the suggestion I will try that
If you are coloring by Height Above Ground, then the varying ground surface should be taken into account. You will get better results from this if you first auto-classify ground points. Otherwise, the height above ground is just using the minimum height in an area as the ground height, rather than using the height from classified ground points to make the ground grid.
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