Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-22 Thread Renk Thorsten

Okay, I've pushed an experimental version of a grain overlay texture for the 
model ubershader  to FGData. It affects Atmospheric Light Scattering only, i.e. 
will be absent in the default rendering, which should make for easy comparison.

For lack of texture units, I had to take the rainbow coloring of reflections 
out  for the moment (again, only in the Atmosperic Light Scattering version). I 
can't visually spot a difference, and in any case a 2d texture lookup call 
seems an overkill for a simple 1d color table, so I plan to replace that by a 
function eventually. As far as I can see and test, this shouldn't take any 
framerate unless used.

The grain overlay is configured pretty much like any other model effect in the 
ubershader - a model specific effect file needs to set the flags, which are

* grain-texture-enabled: does what you think it does, needs to be 1 to work
* grain-magnification : the texture magnification relative to the base texture 
- I think values between 10 and 100 would work here

The grain texture itself needs to be declared as n=14. The grain texture should 
be largely transparent and seamless - I think unlike for the terrain tiling 
artefacts are not an issue for artificial patterns, they actually occur.

For a quick check, inserting the following xml code into 
Aircraft/Citation-Bravo/Models/Effects/reflect.eff

texture n=14
imageTextures.high/Terrain/grain_texture.png/image
filterlinear-mipmap-linear/filter
wrap-srepeat/wrap-s
wrap-trepeat/wrap-t
internal-formatnormalized/internal-format
/texture
grain-texture-enabled1/grain-texture-enabled
grain-magnification50/grain-magnification

gives me this effect for the hull of the Bravo which is now re-painted using 
the terrain grain texture at high resolution


http://users.jyu.fi/~trenk/pics/overlay.jpg

Looks a bit like a military version... 

So, please play with it - it's basically down to how well the grain overlay can 
be made.

* Thorsten
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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-22 Thread Vivian Meazza
Thorsten

 
 Okay, I've pushed an experimental version of a grain overlay texture for
the
 model ubershader  to FGData. It affects Atmospheric Light Scattering only,
 i.e. will be absent in the default rendering, which should make for easy
 comparison.
 
 For lack of texture units, I had to take the rainbow coloring of
reflections out
 for the moment (again, only in the Atmosperic Light Scattering version). I
 can't visually spot a difference, and in any case a 2d texture lookup call
seems
 an overkill for a simple 1d color table, so I plan to replace that by a
function
 eventually. As far as I can see and test, this shouldn't take any
framerate
 unless used.
 
 The grain overlay is configured pretty much like any other model effect in
the
 ubershader - a model specific effect file needs to set the flags, which
are
 
 * grain-texture-enabled: does what you think it does, needs to be 1 to
work
 * grain-magnification : the texture magnification relative to the base
texture
 - I think values between 10 and 100 would work here
 
 The grain texture itself needs to be declared as n=14. The grain texture
 should be largely transparent and seamless - I think unlike for the
terrain
 tiling artefacts are not an issue for artificial patterns, they actually
occur.
 
 For a quick check, inserting the following xml code into
Aircraft/Citation-
 Bravo/Models/Effects/reflect.eff
 
 texture n=14
   imageTextures.high/Terrain/grain_texture.png/image
   filterlinear-mipmap-linear/filter
   wrap-srepeat/wrap-s
   wrap-trepeat/wrap-t
   internal-formatnormalized/internal-format
 /texture
 grain-texture-enabled1/grain-texture-enabled
 grain-magnification50/grain-magnification
 
 gives me this effect for the hull of the Bravo which is now re-painted
using
 the terrain grain texture at high resolution
 
 
 http://users.jyu.fi/~trenk/pics/overlay.jpg
 
 Looks a bit like a military version...
 
 So, please play with it - it's basically down to how well the grain
overlay can
 be made.
 

 Removing the rainbow effect spoils the highly polished aluminium effect on
the b29 and the Lightning F1. It is also incompatible with AO effects. Will
this all work with non-nVidia cards/drivers?

The grain effect you proposed did not gain much if any support from
developers.  Do we need to go down this road? We are breaking more and more
for minimal gains. Did we ever restore the wake effect on the Carrier with
Atmospheric Light Scattering? 

I think something like the grain effect can already be achieved with the
nmap tiling facility in the existing ubershader.

Vivian



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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-22 Thread TDO Brandano
I think that a better approach would be to allow multiple UV layers and 
textures (and texture modes, like decals) on the model format. I understand 
that right now FGFS only relies on the native AC3D loader, though AC3D is not 
the only 3D format supported by OSG by any means. But there's no reason why 
alternate lists of UV coordinates and textures could not be supplied along with 
the basic mesh. The cleanest implementation would use a FGFS native model 
format, but there's plenty of possible solutions, like a list of vertex indexes 
along with the corresponding UV coordinates and material definition to 
integrate the basic AC3D mesh, or several copies of the mesh with matching 
geometry and differing materials... I suspect that OSG is not being used to its 
full potential.

Alessandro

 From: vivian.mea...@lineone.net
 To: flightgear-devel@lists.sourceforge.net
 Date: Mon, 22 Apr 2013 13:34:36 +0100
 Subject: Re: [Flightgear-devel] Aircraft modellers - is a grain texture   
 useful?
 
 Thorsten
 
  
  Okay, I've pushed an experimental version of a grain overlay texture for
 the
  model ubershader  to FGData. It affects Atmospheric Light Scattering only,
  i.e. will be absent in the default rendering, which should make for easy
  comparison.
  
  For lack of texture units, I had to take the rainbow coloring of
 reflections out
  for the moment (again, only in the Atmosperic Light Scattering version). I
  can't visually spot a difference, and in any case a 2d texture lookup call
 seems
  an overkill for a simple 1d color table, so I plan to replace that by a
 function
  eventually. As far as I can see and test, this shouldn't take any
 framerate
  unless used.
  
  The grain overlay is configured pretty much like any other model effect in
 the
  ubershader - a model specific effect file needs to set the flags, which
 are
  
  * grain-texture-enabled: does what you think it does, needs to be 1 to
 work
  * grain-magnification : the texture magnification relative to the base
 texture
  - I think values between 10 and 100 would work here
  
  The grain texture itself needs to be declared as n=14. The grain texture
  should be largely transparent and seamless - I think unlike for the
 terrain
  tiling artefacts are not an issue for artificial patterns, they actually
 occur.
  
  For a quick check, inserting the following xml code into
 Aircraft/Citation-
  Bravo/Models/Effects/reflect.eff
  
  texture n=14
  imageTextures.high/Terrain/grain_texture.png/image
  filterlinear-mipmap-linear/filter
  wrap-srepeat/wrap-s
  wrap-trepeat/wrap-t
  internal-formatnormalized/internal-format
  /texture
  grain-texture-enabled1/grain-texture-enabled
  grain-magnification50/grain-magnification
  
  gives me this effect for the hull of the Bravo which is now re-painted
 using
  the terrain grain texture at high resolution
  
  
  http://users.jyu.fi/~trenk/pics/overlay.jpg
  
  Looks a bit like a military version...
  
  So, please play with it - it's basically down to how well the grain
 overlay can
  be made.
  
 
  Removing the rainbow effect spoils the highly polished aluminium effect on
 the b29 and the Lightning F1. It is also incompatible with AO effects. Will
 this all work with non-nVidia cards/drivers?
 
 The grain effect you proposed did not gain much if any support from
 developers.  Do we need to go down this road? We are breaking more and more
 for minimal gains. Did we ever restore the wake effect on the Carrier with
 Atmospheric Light Scattering? 
 
 I think something like the grain effect can already be achieved with the
 nmap tiling facility in the existing ubershader.
 
 Vivian
 
 
 
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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-22 Thread Renk Thorsten
 Removing the rainbow effect spoils the highly polished aluminium effect on
 the b29 and the Lightning F1. 

As I said, I don't plan to remove it for good. Quoting myself:

 in any case a 2d texture lookup  call  seems an overkill for a simple 1d 
color table, so I plan to replace that by a function eventually

I might add 'this will make it quite a bit faster, as it is a very simple 
function' - so I believe this should be done anyway everywhere the rainbow is 
used. I am working hard, but don't expect everything to be 100% on the first 
commit of a new feature.

 It is also incompatible with AO effects. Will
 this all work with non-nVidia cards/drivers?

I believe I've seen screenshots of terrain overlay textures working just fine 
on ATI cards. Likewise, functions rather than texture lookups work just fine - 
what counts in the end is a number, the shader doesn't really care if this is 
calculated or read from texture. The four websites I have studied regarding 
conditional texture lookups agree that textures can be looked up conditionally 
on a uniform, not on a varying. 

Do you see actual reasons for concern, or is this just stabbing in the dark? 

Not sure why a grain overlay would be incompatible with AO - care to elaborate? 
My understanding is that we don't have any AO outside of Rembrandt, and a grain 
would not be intended to carry pre-computed shadows, that's what the base 
texture is for.

 The grain effect you proposed did not gain much if any support from
 developers. Do we need to go down this road?

No, we don't have to. 

Like many things, overlay textures and the grain effect are just something I 
believe have incredible potential. The grain effect on terrain is awesome - 
without going dds or using huge textures, you can create 15 cm sized terrain 
resolution everywhere. So, let's give it a few months of testing, see if folks 
can not use it to good effect - the 5 lines are easily removed from the shader 
if the potential doesn't materialize.

 We are breaking more and  more
 for minimal gains. 

I beg to disagree on two counts.

First of all, this is a net acceleration.  I think currently the ubershader 
isn't structured well since it unconditionally looks up lots of textures, most 
of which aren't needed if you use, say, reflection or normal map only - 
restructuring the shader to not read unused textures and to evaluate as 
function what can be evaluated as simple function will speed things up. 

Second, having a technique to achieve 25 times the resolution for 2 times the 
texture memory isn't a minimal gain. It's visually way more powerful than the 
rainbow.

So we're actually getting more bang for the buck.

 Did we ever restore the wake effect on the Carrier  
 with Atmospheric Light Scattering?

Well, we never had it running in the first place, so there can be no talk about 
restoring it. Someone just has to write it. Presumably that someone will 
eventually be me, but I have to ask your forgiveness of I priorize things which 
interest me personally.

I mean, it's not like there's something taken away from you... There's two 
rendering frameworks left in which everything works as you're used to, surely 
we can afford to have one of three going ahead and trying for a few 
experimental new features rather than re-doing every effect in the others? 

Cheers,

* Thorsten
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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-19 Thread Renk Thorsten
 Ive been thinking about this since since you posted, and now i'm curious  
 to  see it.My initial fear was more framerate drop, but if it can be truly
 disabled I think its worth a try

I think one thing we have pretty consistently implemented in the effect 
framework is that all effects can be switched off. The whole model ubershader 
is implemented in such a way that it affects you only if you have a model 
shader on. The grain texture can be implemented such that it affects you only 
if you have the model shader on at high quality and your model has a flag set 
such that it is used.

 Water
 reflection used to have nearly zero impact on my framerate , now its
 unuseable over the ocean or large lake.

Which one? We used to have two of them, a silvery one at lower quality and the 
sine wave variant at high quality. Even the high quality variant can be made to 
run almost twice as fast by dropping half the partial wave calculations (this 
is implemented in the lower quality version of Atmospheric Light Scattering). I 
haven't been following the shaders in the default framework so much, but if a 
shader suddenly eats up twice the performance, there usually is a reason worth 
understanding.

Not sure why but the skydome  
 shader had very little effect on my framerate when it first appeared , now it
 drops fps to 10 from 40 .

Well this at least I know. When the skydome shader first appeared, it did this 
when you didn't have mountains on the horizon:

http://www.phy.duke.edu/~trenk/pics/skydome1.jpg

Your framerate has gone into fixing this problem by providing consistent 
fogging and lighting of the terrain under all conditions such that terrain 
matches with the skydome. And unfortunately, the terrain part is way more 
expensive than the skydome part (and if you run at higher quality, there's a 
gazillion of additional goodies). The skydome code itself is pretty much as 
fast as it used to be (and if you delete all skydome-switched techniques from 
terrain-default.eff and model-default.eff, you can get if back if you really 
like).

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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-18 Thread AJ MacLeod
On Wed, 17 Apr 2013 06:35:19 +
Renk Thorsten wrote:
 But okay, I asked for feedback and I got it - point taken, feature not 
 considered interesting from the modeller side. 

My modelling activity is in extended limbo at the moment so I was reluctant to 
comment, but the lack of texturing on cockpit walls etc has always been 
something that jarred with me... on the Bocian (and Camel, come to think of it) 
I tried to ensure that every surface in the cockpit was textured.

This was OK on a tiny aircraft like a glider, but on something bigger and more 
complex I think the shader idea has something going for it, for cockpit walls 
etc which are not modelled in the same detail as the individual panels 
alongside them - certainly well worth experimenting with I'd say.

AJ

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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-18 Thread syd adams
Ive been thinking about this since since you posted, and now i'm curious to
see it.My initial fear was more framerate drop, but if it can be truly
disabled I think its worth a try.Currently I can disable shaders and get
decent performance , 30-40 fps , which makes a flight doable.I do keep
trees on , with minimal impact if I keep the slider at 1.0 or less.Water
reflection used to have nearly zero impact on my framerate , now its
unuseable over the ocean or large lake.Not sure why but the skydome shader
had very little effect on my framerate when it first appeared , now it
drops fps to 10 from 40 .
So I cringe every time someone mentions a fix,;).
 Syd


On Thu, Apr 18, 2013 at 5:03 AM, AJ MacLeod
aj-li...@adeptopensource.co.ukwrote:

 On Wed, 17 Apr 2013 06:35:19 +
 Renk Thorsten wrote:
  But okay, I asked for feedback and I got it - point taken, feature not
 considered interesting from the modeller side.

 My modelling activity is in extended limbo at the moment so I was
 reluctant to comment, but the lack of texturing on cockpit walls etc has
 always been something that jarred with me... on the Bocian (and Camel, come
 to think of it) I tried to ensure that every surface in the cockpit was
 textured.

 This was OK on a tiny aircraft like a glider, but on something bigger and
 more complex I think the shader idea has something going for it, for
 cockpit walls etc which are not modelled in the same detail as the
 individual panels alongside them - certainly well worth experimenting with
 I'd say.

 AJ

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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-17 Thread Renk Thorsten
 I'd say no , its easy enough to do without yet another shader, since each
 new shader 'improvement has me tweaking my aircraft
 to get back the frame rates I lost.But thanks for offering.

Well, according to GLSL specifications and my experiments, texture lookups 
cannot be made conditional on a varying, but they can be conditional on a 
uniform integer. Which means that this can be implemented optionally without 
any performance overhead if the feature is not needed  (that's not how the 
model ubershaders currently  are written, they read textures regardless of the 
config flags,  so I suspect they run slower on low quality levels than they 
really have to. I have been given to understand that this is because of Mac/ATI 
driver issues, but my medium quality terrain shaders read textures conditional 
on uniform int flags, and for me this gave a performance gain - seems to run 
fine on Mac and ATI as well, so it doesn't seem to be a nVIDIA exploit).

 I would follow the same opinion as Syd. I think Gimp/Inskape/Photoshop... are 
 enough powerful to create correct texture.

Well gimp is nice, but: Using 8192x8192 textures, with a 2x2 m cockpit size to 
texture, you get 0.25 mm resolution and have a 128 MB texture file. Using a 
1024x1024 texture with a 256x256 overlay, you get pretty much the same 
resolution with 2 MB worth of textures. using a 1024x1025 overlay, you still 
have 4 MB textures only and can create 4 times the resolution. So there's that.

The fact of the matter is that very few aircraft are textured in high quality 
(even a really good aircraft like the b1900d has lots of monochromatic surfaces 
on the panel) and if we had a library of a few overlay pattern, it would not 
require a photoshop artist but just a few lines of xml to fix that for good. 
The fact of the matter is also that once I turn my head and look away from the 
panel, the texture resolution in pretty much all aircraft decreases 
dramatically.

But okay, I asked for feedback and I got it - point taken, feature not 
considered interesting from the modeller side. 

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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-17 Thread Faber
Am Tue, 16 Apr 2013 06:34:26 +
schrieb Renk Thorsten thorsten.i.r...@jyu.fi:

 
 I have a question to aircraft/cockpit modellers: Would a shader
 effect with the equivalent of a grain texture be useful to you?
 
 For the terrain, the grain texture is a semi-transparent overlay
 pattern of grainy dots - which is superimposed on the normal texture
 at 25 times the nominal resolution (so while a usual pixel on the
 terrain might be 4x4 m sized, a pixel of the grain pattern is 16cm x
 16 cm. This gives the appearance of a texture resolution which is
 much higher than it actually is:
 
 http://www.flightgear.org/forums/viewtopic.php?f=47t=18628#p173410
 
 In cockpits, I often see many monochromatic surfaces. When I look at
 the panel of my card, the plastic is monochromatic but has a fake
 leather pattern imprinted. The roof of my car has a cloth structure.
 My computer has some rhombus pattern imprinted. Metal surfaces often
 have some brush stroke structure. All these things are literally
 screaming for an overlay texture, as they are artificial repeating
 patterns and there is in fact no tiling problem as in terrain shading
 - they can just be superimposed, creating sub-millimeter-sized
 resolution on cockpit details at the expense of a single texture
 lookup.
 
 Now, I would offer to code a slot for a grain texture into the
 high-quality model shader of Atmospheric Light Scattering, but since
 I am not a 3d modeller and I suspect there are some issues with the
 uv-mapping which are a bit different from the way terrain works, I
 would need someone from the model side who is interested in exploring
 this idea.
 
 Let me know if anyone is interested.

I like the idea. It is always a problem to get the Cockpit
looking right. Using a high res texture gives a lot of details, but
requires a lot of work and resources. Seamless textures save a lot of
texture memory and improves the look of the wide areas a lot, but
denies any use of e.g Ambient Occlusion. AO gives a somehow grainy
appearence which looks ok, but with large interiours (e.g Transports,
Bombers) it requires huge texture sizes to look good. 

I guess using a Shader for interiour will improve the overall look (I
already use the model shader for interiour and it definitly improves
the look and feel).

Since I'm currently working on improving the Sabre Cockpit I would be
ready to try some things out.


Greetings
 
 * Thorsten
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[Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-16 Thread Renk Thorsten

I have a question to aircraft/cockpit modellers: Would a shader effect with the 
equivalent of a grain texture be useful to you?

For the terrain, the grain texture is a semi-transparent overlay pattern of 
grainy dots - which is superimposed on the normal texture at 25 times the 
nominal resolution (so while a usual pixel on the terrain might be 4x4 m sized, 
a pixel of the grain pattern is 16cm x 16 cm. This gives the appearance of a 
texture resolution which is much higher than it actually is:

http://www.flightgear.org/forums/viewtopic.php?f=47t=18628#p173410

In cockpits, I often see many monochromatic surfaces. When I look at the panel 
of my card, the plastic is monochromatic but has a fake leather pattern 
imprinted. The roof of my car has a cloth structure. My computer has some 
rhombus pattern imprinted. Metal surfaces often have some brush stroke 
structure. All these things are literally screaming for an overlay texture, as 
they are artificial repeating patterns and there is in fact no tiling problem 
as in terrain shading - they can just be superimposed, creating 
sub-millimeter-sized resolution on cockpit details at the expense of a single 
texture lookup.

Now, I would offer to code a slot for a grain texture into the high-quality 
model shader of Atmospheric Light Scattering, but since I am not a 3d modeller 
and I suspect there are some issues with the uv-mapping which are a bit 
different from the way terrain works, I would need someone from the model side 
who is interested in exploring this idea.

Let me know if anyone is interested.

* Thorsten
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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-16 Thread syd adams
I'd say no , its easy enough to do without yet another shader, since each
new shader 'improvement has me tweaking my aircraft
to get back the frame rates I lost.But thanks for offering.
Syd


On Tue, Apr 16, 2013 at 12:34 AM, Renk Thorsten thorsten.i.r...@jyu.fiwrote:


 I have a question to aircraft/cockpit modellers: Would a shader effect
 with the equivalent of a grain texture be useful to you?

 For the terrain, the grain texture is a semi-transparent overlay pattern
 of grainy dots - which is superimposed on the normal texture at 25 times
 the nominal resolution (so while a usual pixel on the terrain might be 4x4
 m sized, a pixel of the grain pattern is 16cm x 16 cm. This gives the
 appearance of a texture resolution which is much higher than it actually is:

 http://www.flightgear.org/forums/viewtopic.php?f=47t=18628#p173410

 In cockpits, I often see many monochromatic surfaces. When I look at the
 panel of my card, the plastic is monochromatic but has a fake leather
 pattern imprinted. The roof of my car has a cloth structure. My computer
 has some rhombus pattern imprinted. Metal surfaces often have some brush
 stroke structure. All these things are literally screaming for an overlay
 texture, as they are artificial repeating patterns and there is in fact no
 tiling problem as in terrain shading - they can just be superimposed,
 creating sub-millimeter-sized resolution on cockpit details at the expense
 of a single texture lookup.

 Now, I would offer to code a slot for a grain texture into the
 high-quality model shader of Atmospheric Light Scattering, but since I am
 not a 3d modeller and I suspect there are some issues with the uv-mapping
 which are a bit different from the way terrain works, I would need someone
 from the model side who is interested in exploring this idea.

 Let me know if anyone is interested.

 * Thorsten

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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-16 Thread Clement de l'Hamaide
Hi Thorsten,

I would follow the same opinion as Syd. I think Gimp/Inskape/Photoshop... are 
enough powerful to create correct texture.
Of course it requires some time of work... But isn't it expected to spend some 
of our time in order to have a beautiful aircraft ? :)
Thanks you for proposing !

Cheers,
Clément
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