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 ------------------------------------------------------------------------------ This SF.net email is sponsored by Windows: Build for Windows Store. http://p.sf.net/sfu/windows-dev2dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel