From: Frederic B. <fre...@fr...> - 2010-02-28 23:18:41
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----- "leee" a écrit : > On Sunday 28 Feb 2010, Frederic Bouvier wrote: > > What do you think of this effect : > > > > http://www.youtube.com/watch?v=kUyH-4c0-qM > > http://www.youtube.com/watch?v=wYb1Vy-uTS0 > > > > and a screenshot : > > http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg > > > > Regards, > > -Fred > > Overlaying a geometry shader on the FG scenery is pretty cool: is > there the scope to tune it to the terrain gradient i.e. adapt the > shader according to the steepness of the terrain slope? This is not a geometry shader, but a relief mapping effect. I am not fully happy with the result yet, but the relief map (normals + heightfield in a RGBA texture) was quickly made. City from low altitude : http://frbouvi.free.fr/flightsim/fgfs-city-relief.jpg I'll bet a better artist than me could do a better job. You can test it if you install the normal map plugin for the GIMP (http://registry.gimp.org/node/69) -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer |
From: Vivian M. <viv...@li...> - 2010-02-28 23:23:13
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Frederic Bouvier wrote > -----Original Message----- > From: [mailto:fre...@fr...] > Sent: 28 February 2010 22:41 > To: Fli...@li... > Subject: [Flightgear-devel] Shaders experiments > > What do you think of this effect : > > http://www.youtube.com/watch?v=kUyH-4c0-qM > http://www.youtube.com/watch?v=wYb1Vy-uTS0 > > and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg > That's the best forest effect so far. Not quite so sure about the urban effect, but certainly better than we have atm. How does it look close up? I think both effects should be in cvs so that we can do a bit of testing. We can then make some informed comment. Vivian |
From: Frederic B. <fre...@fr...> - 2010-02-28 23:32:07
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----- "Vivian Meazza" a écrit : > Frederic Bouvier wrote > > > -----Original Message----- > > > > What do you think of this effect : > > > > http://www.youtube.com/watch?v=kUyH-4c0-qM > > http://www.youtube.com/watch?v=wYb1Vy-uTS0 > > > > and a screenshot : > http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg > > > > That's the best forest effect so far. Not quite so sure about the > urban > effect, but certainly better than we have atm. > > How does it look close up? > > I think both effects should be in cvs so that we can do a bit of > testing. We can then make some informed comment. It's an ugly hack of the landmass shader, so I can't commit it as it is. -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer |
From: Heiko S. <aei...@ya...> - 2010-03-03 07:12:30
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Hello Frédéric, > > How does it look close up? > > > > I think both effects should be in cvs so that we can > do a bit of > > testing. We can then make some informed comment. > > It's an ugly hack of the landmass shader, so I can't commit > it as it is. > I wonder if we could use this shader as well on aircrafts. It would be nice for pointing out rivettings on fuselage and cockpit. I think Anders was working on something like that as well. Regards Heiko __________________________________________________ Do You Yahoo!? Sie sind Spam leid? Yahoo! Mail verfügt über einen herausragenden Schutz gegen Massenmails. http://mail.yahoo.com |
From: Frederic B. <fre...@fr...> - 2010-03-13 06:50:57
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Le 01/03/2010 00:22, Vivian Meazza a écrit : > I think both effects should be in cvs so that we can do a bit of testing. We > can then make some informed comment. > The urban shader is in CVS. I find that the houses are too small, compared to 3D models, and I would like to crop the texture a bit. What do you thing ? -Fred |
From: Erik H. <er...@eh...> - 2010-03-13 10:36:41
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Frederic Bouvier wrote: > The urban shader is in CVS. I find that the houses are too small, > compared to 3D models, and I would like to crop the texture a bit. What > do you thing ? Impressive! I've changed the coverage size of the textures from 1024 to 2000 meter. I guess someone thought the size should reflect the number of pixels of the texture rather that then number of squared meters it covers. Erik |
From: Erik H. <er...@eh...> - 2010-03-18 08:09:26
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HB-GRAL wrote: > Erik Hofman schrieb: >> I've changed the coverage size of the textures from 1024 to 2000 meter. > > Hello Erik > > I guess it is better not to change the texture size to 2000 meters(?) in > materials.xml. As I can see the size of the textures fits exactly to the > relief when it is 1024 at the moment. I've already changed it in CVS and the relief/height map is still in line with the main texture. Otherwise I wouldn't have committed it. Erik |
From: HB-GRAL <fli...@sa...> - 2010-03-18 09:00:30
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Erik Hofman schrieb: > > I've already changed it in CVS and the relief/height map is still in > line with the main texture. Otherwise I wouldn't have committed it. > > Erik > Yes, I apologize this is my conclusion with the new effect here. I changed the size yesterday in materials.xml to 1024 and I saw that the houses/roofs/streets match to the mask I sent to Frederic. -Yves |
From: Vivian M. <viv...@li...> - 2010-03-13 21:08:22
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Frederic Bouvier wrote: > > Le 01/03/2010 00:22, Vivian Meazza a écrit : > > I think both effects should be in cvs so that we can do a bit of > testing. We > > can then make some informed comment. > > > > The urban shader is in CVS. I find that the houses are too small, > compared to 3D models, and I would like to crop the texture a bit. What > do you thing ? > I can't help feeling a little disappointed close to - the "sugar loaf" houses look a bit peculiar. From a distance, it's all pretty good. The houses are probably high enough, but a bit small in the other dimensions. You have probably pushed this technique as far as it will go, but some further adjustment might be possible. I think the results with forest top might be even better suited to this treatment. Well done: I think this is all a very worthwhile step for FG. Vivian |
From: HB-GRAL <fli...@sa...> - 2010-03-17 17:41:30
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Erik Hofman schrieb: > I've changed the coverage size of the textures from 1024 to 2000 meter. Hello Erik I guess it is better not to change the texture size to 2000 meters(?) in materials.xml. As I can see the size of the textures fits exactly to the relief when it is 1024 at the moment. -Yves |
From: Torsten D. <To...@t3...> - 2010-03-18 12:43:29
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> Le 01/03/2010 00:22, Vivian Meazza a écrit : > > I think both effects should be in cvs so that we can do a bit of testing. > > We can then make some informed comment. > > The urban shader is in CVS. I find that the houses are too small, > compared to 3D models, and I would like to crop the texture a bit. What > do you thing ? > > -Fred First of all: That's a really cool eye candy, good work! What I noticed from a close up is, that it seems that the floor of the "buildings" is below elevation zero and the roof is at elevation zero. It looks somewhat as if the cities were carved out of the landscape instead of been built uppon it. This is especially irritating when a waterway is crossing an urban area and the water surface is several meters above the ground. Torsten |
From: Frederic B. <fre...@fr...> - 2010-03-03 07:55:48
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Hi Syd, ----- "syd adams" a écrit : > The city looks fantastic fr0m a distance ! I dont like the terrain shader as shown , but looks really promising if the shading could be changed per material ... > Great work . The shader needs a relief map for each texture. So yes, we can change the shading per material. City and the forest don't exhibit the same shading. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer |
From: Frederic B. <fre...@fr...> - 2010-03-03 07:58:50
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Hi Heiko, ----- "Heiko Schulz" a écrit : > Hello Frédéric, > > > > > How does it look close up? > > > > > > I think both effects should be in cvs so that we can > > do a bit of > > > testing. We can then make some informed comment. > > > > It's an ugly hack of the landmass shader, so I can't commit > > it as it is. > > > I wonder if we could use this shader as well on aircrafts. It would be > nice for pointing out rivettings on fuselage and cockpit. > I think Anders was working on something like that as well. The shader works better for holes than for bumps, but you can imagine eroding the surface around the rivets. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer |
From: Frederic B. <fre...@fr...> - 2010-03-17 18:02:57
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----- "HB-GRAL" <fli...@sa...> a écrit : > Erik Hofman schrieb: > > I've changed the coverage size of the textures from 1024 to 2000 > meter. > > Hello Erik > > I guess it is better not to change the texture size to 2000 meters(?) > in materials.xml. As I can see the size of the textures fits exactly to > the relief when it is 1024 at the moment. The relief (you mean the height of the buildings) can be adjusted in the effect file. The more important thing to me is to get the right horizontal scale. Nothing will change until the next scenery release because the scale is engraved in the scenery files (as texture coordinates) -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer |
From: Erik H. <er...@eh...> - 2010-03-18 08:04:27
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Frederic Bouvier wrote: > The relief (you mean the height of the buildings) can be adjusted in the effect file. The more important thing to me is to get the right horizontal scale. > Nothing will change until the next scenery release because the scale is engraved in the scenery files (as texture coordinates) As far as I know the texture coordinates are normalized, so changing the coverage size in the materials.xml file changes the horizontal scale. As can be seen in the latest version of that file. BTW the heightmap changes accordingly to match the main texture. Erik |
From: Frederic B. <fre...@fr...> - 2010-03-19 07:55:19
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Hi Erik, ----- "Erik Hofman" a écrit : > Frederic Bouvier wrote: > > The relief (you mean the height of the buildings) can be adjusted in > the effect file. The more important thing to me is to get the right > horizontal scale. > > Nothing will change until the next scenery release because the scale > is engraved in the scenery files (as texture coordinates) > > As far as I know the texture coordinates are normalized, so changing > the coverage size in the materials.xml file changes the horizontal scale. > As can be seen in the latest version of that file. > > BTW the heightmap changes accordingly to match the main texture. looking for "coverage" in the sources, I can't find something related to the texture. As far as I can see, tex coords are computed by sgCalcTexCoords, and this function is called at run time only for ocean tiles. Otherwise, in is called from Terragear, in int TGGenOutput::build( TGConstruct& c ) function for terrain except airports. -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer |
From: Erik H. <er...@eh...> - 2010-03-19 08:30:08
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Frederic Bouvier wrote: > looking for "coverage" in the sources, I can't find something related > to the texture. As far as I can see, tex coords are computed by > sgCalcTexCoords, and this function is called at run time only for > ocean tiles. Otherwise, in is called from Terragear, in > int TGGenOutput::build( TGConstruct& c ) function for terrain except > airports. It's in mat.hxx: SGVec2f get_tex_coord_scale() const { float tex_width = get_xsize(); float tex_height = get_ysize(); return SGVec2f((0 < tex_width) ? 1000.0f/tex_width : 1.0f, (0 < tex_height) ? 1000.0f/tex_height : 1.0f); } |