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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