Re: [Flightgear-devel] Grain texture for models - a demo

2013-06-26 Thread Renk Thorsten
 That would be appreciated. Emilian already reminded me of the normalmap
 feature, so it'd be interesting to compare the two and see which one I  
 prefer.

I don't know if Emilian gave you the notion that these would be competing 
options or not, but the notion isn't correct. You're not technically restricted 
to having either a normalmap or a grain texture, the shader allows you to have 
both, and they also do very different things, so it makes even sense to have 
both.

Think of color variations in smoothly polished wood - these have no distortion 
of the normal, so you wouldn't do them with a normalmap, but a grain overlay  
works just fine. You might want to use a grain texture for details which are 
too small to be explicitly simulated by a normalmap as just color variations 
(because that's computationally and momory-wise much cheaper to do), but 
basically if you have surface structure on the size scale of your standard 
texture, you'd not normally use a grain texture to model  them.

Cheers,

* Thorsten
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[Flightgear-devel] Grain texture for models - a demo

2013-06-25 Thread Renk Thorsten

Since the idea hasn't really caught with modelers yet, I've tried to get a more 
practical demo of the virtue of a grain texture and tried to put a grain effect 
on the Vinson flightdeck (I've always felt that the homogeneous grey color 
doesn't justice to the details of the model otherwise).

Here's a comparison

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

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

In my personal view, this makes a hell of a difference. I'm not getting any 
visible framerate difference, and the GPU memory has to hold just a single 
512x512 texture more. If you want to do the same detail level using 
conventional texturing, you need a texture resolution of 25600x6400 (I'm 
guessing no GPU can even process this).

There's (unfortunately) a catch - the screenshots are taken on the landing 
strip where the uv-mapping is very homogeneous, but to my surprise I discovered 
that the rest of the flightdeck has a rather inhomogeneous uv-mapping, i.e. to 
make the Vinson really make use of the grain effect, the uv-mapping of the 
Flightdeck would have to be redone.

Vinson crew - anyone interested? I'm happy to send the effect definition and 
the grain texture. 

We can use this whenever a model has a large crufely textured surface and just 
should get some hint of metal surface (or any other structure - we can do 
concrete or wood just as well) - it's tremendous texture resolution for cheap. 
But I'm a coder, not a modeler, for me things like changing the uv-mapping take 
unreasonably long, so I would really hope to get folks from modeling interested.

* Thorsten
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Re: [Flightgear-devel] Grain texture for models - a demo

2013-06-25 Thread Vivian Meazza
Thorsten wrote

 Sent: 25 June 2013 10:14
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Grain texture for models - a demo
 
 
 Since the idea hasn't really caught with modelers yet, I've tried to get a
more
 practical demo of the virtue of a grain texture and tried to put a grain
effect
 on the Vinson flightdeck (I've always felt that the homogeneous grey color
 doesn't justice to the details of the model otherwise).
 
 Here's a comparison
 
 http://users.jyu.fi/~trenk/pics/vinson_with_grain.jpg
 
 http://users.jyu.fi/~trenk/pics/vinson_without_grain.jpg
 
 In my personal view, this makes a hell of a difference. I'm not getting
any
 visible framerate difference, and the GPU memory has to hold just a single
 512x512 texture more. If you want to do the same detail level using
 conventional texturing, you need a texture resolution of 25600x6400 (I'm
 guessing no GPU can even process this).
 
 There's (unfortunately) a catch - the screenshots are taken on the landing
 strip where the uv-mapping is very homogeneous, but to my surprise I
 discovered that the rest of the flightdeck has a rather inhomogeneous uv-
 mapping, i.e. to make the Vinson really make use of the grain effect, the
uv-
 mapping of the Flightdeck would have to be redone.
 
 Vinson crew - anyone interested? I'm happy to send the effect definition
and
 the grain texture.
 
 We can use this whenever a model has a large crufely textured surface and
 just should get some hint of metal surface (or any other structure - we
can
 do concrete or wood just as well) - it's tremendous texture resolution for
 cheap. But I'm a coder, not a modeler, for me things like changing the uv-
 mapping take unreasonably long, so I would really hope to get folks from
 modeling interested.
 

I looked at this possibility already. The carrier deck is made up of a
number of odd-shaped areas, for historical reasons. I don't think that a
complete rebuild of the flight deck is worth it for this very nice eye-candy
(just too much work). Alexis might think differently.

Vivian


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Re: [Flightgear-devel] Grain texture for models - a demo

2013-06-25 Thread Renk Thorsten
 I looked at this possibility already. The carrier deck is made up of a
 number of odd-shaped areas, for historical reasons. I don't think that a
 complete rebuild of the flight deck is worth it for this very nice  
 eye-candy
 (just too much work). Alexis might think differently.

Do you really think it has to be rebuilt? My impression was that you just need 
to map the odd-shaped area to a grey base texture without distortion (now it's 
mapped to a distorted grey patch) using the same magnification as for the main 
strip. All the shader effect wants is the same ratio of physical size to 
texture coordinates all over the deck, it doesn't care about odd shapes 
otherwise.

* Thorsten
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Re: [Flightgear-devel] Grain texture for models - a demo

2013-06-25 Thread Gijs de Rooy
Interesting! Any way we can see this example live? I'd love to experiment 
with it in the 744's cockpit, but that'll have to wait till after next weeks 
exams...

 If you want to do the same detail level using conventional texturing, you 
 need a texture resolution of 25600x6400 (I'm guessing no GPU can even process 
 this).

You could split the deck to create a square texture of 12800x12800, which is 
something my (laptop!) GPU can handle. I've been experimenting with 16384x16384 
textures lately and didn't run into trouble, apart from a 32bits build running 
out of memory when adding a second texture. But that's a little overdone for 
something as small as a carrier deck :-)

Cheers,
Gijs

 From: thorsten.i.r...@jyu.fi
 To: flightgear-devel@lists.sourceforge.net
 Date: Tue, 25 Jun 2013 09:13:47 +
 Subject: [Flightgear-devel] Grain texture for models - a demo
 
 
 Since the idea hasn't really caught with modelers yet, I've tried to get a 
 more practical demo of the virtue of a grain texture and tried to put a grain 
 effect on the Vinson flightdeck (I've always felt that the homogeneous grey 
 color doesn't justice to the details of the model otherwise).
 
 Here's a comparison
 
 http://users.jyu.fi/~trenk/pics/vinson_with_grain.jpg
 
 http://users.jyu.fi/~trenk/pics/vinson_without_grain.jpg
 
 In my personal view, this makes a hell of a difference. I'm not getting any 
 visible framerate difference, and the GPU memory has to hold just a single 
 512x512 texture more. If you want to do the same detail level using 
 conventional texturing, you need a texture resolution of 25600x6400 (I'm 
 guessing no GPU can even process this).
 
 There's (unfortunately) a catch - the screenshots are taken on the landing 
 strip where the uv-mapping is very homogeneous, but to my surprise I 
 discovered that the rest of the flightdeck has a rather inhomogeneous 
 uv-mapping, i.e. to make the Vinson really make use of the grain effect, the 
 uv-mapping of the Flightdeck would have to be redone.
 
 Vinson crew - anyone interested? I'm happy to send the effect definition and 
 the grain texture. 
 
 We can use this whenever a model has a large crufely textured surface and 
 just should get some hint of metal surface (or any other structure - we can 
 do concrete or wood just as well) - it's tremendous texture resolution for 
 cheap. But I'm a coder, not a modeler, for me things like changing the 
 uv-mapping take unreasonably long, so I would really hope to get folks from 
 modeling interested.
 
 * Thorsten
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Re: [Flightgear-devel] Grain texture for models - a demo

2013-06-25 Thread Renk Thorsten
 Interesting! Any way we can see this example live? I'd love to  
 experiment with it in the 744's cockpit, but that'll have to wait till  
 after next weeks exams...

I'll be happy to let you have the files - but the Vinson can't go to GIT 
because it doesn't really work due to the uv-mapping, and even if I get it to 
the point where it does (I'd have to see if I can get the ac3d license 
transferred to my new computer, just copying the directory isn't enough...) 
it's not my model and I have no business modifying it.

If it's just about studying from a working example, I can also give you the 
extra lines for the Citation Bravo with hires stains, that's perhaps more 
instructive as it combines grain with other effects. Just let me know what you 
need.

* Thorsten

 
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Re: [Flightgear-devel] Grain texture for models - a demo

2013-06-25 Thread Gijs de Rooy
Hi Thorsten

 I can also give you the extra lines for the Citation Bravo with hires stains

That would be appreciated. Emilian already reminded me of the normalmap 
feature, so it'd be interesting to compare the two and see which one I prefer. 

But don't hurry; better not send it to me before Friday the 5th, so I don't 
waste 
my precious study time ;-)

Cheers,
Gijs
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