On Saturday 26 March 2011 10:16:47 thorsten.i.r...@jyu.fi wrote: > > How about using plain "old" textured plane crosses for clouds at bigger > > distances? (the way trees are done, only with a (or several) horizontal > > plane(s) added) > > These might work better for bigger structures like cumulonimbus, and > > such, > > too, as you can "control" the shape a bit. (no fancy shader needed ;) ) > > I don't think that works. > > Issue 1: I have never been able to work out a geometry for a static, > believable cloud. I have tried plane crosses, intersecting spheres and > ellipsoides, stacks of curved sheets, bubble foam geometries,... no joy, > all looked quite bad even from some distance. I have tried for a month, no > success. However, you are one of the best 3d modellers around here - so > maybe you can pull it off. > > Issue 2: Shading - if faraway clouds are not shaded, they look unrealistic > if nearby clouds are shaded away from the sun. If they are shaded, I don't > see how the shading of any static geometry will be able to mimick the > shading of the rotated sheets - especially plane crosses look very > different when shaded. > > Issue 3: Transitions approaching the cloud: Nearby clouds are created as > random stacks of different cloudlets - so there's no way one could know in > advance how the detailed version of the cloud will look. Therefore, the > faraway proxy and the nearby realistic cloud will almost certainly look > differently, and this will give you a rather ugly transition. > > Issue 4: Transitions leaving the cloud: Nearly as bad - once in the > scenery, I make no distinction of what a cloud is, individual textures are > on their own - in principle a cloud can partially decay, merge with a > different one, merge with a layer, separate itself from a layer,... That > goes along with nature where 'cloud' is also not a well-defined object. So > in going from a multi-texture stack to a single static model, you'd > somehow group clouds again and make a decision which of your textured > surfaces are supposed to represented by the placeholder. Consider an > undulatus pattern - what is it you'd replace - the whole layer, one strand > of clouds, parts of a strand where it is disconnected? How do you group > technically - you'd somehow probe the whole geometry and match it to some > predefined pattern. You also can't store the info what a cloud is supposed > to be at creation time, because clouds are allowed to evolve and to > change. > > So, looking into the details, it's really far from trivial how to use > placeholders, and that is why I haven't been able to work out a viable > scheme. I'll think about these issues, and see if and what I can come up with. > > I'll have a go at retexturing, redimensioning and choping this weekend if > > that's ok with you. > > Yes, certainly. I suggest that we pack your /Models/Weather/ then into a > tarball and I host that for the time being as a dds texture patch to Local > Weather so that people can test what works better for them. Once we know > how this affects different systems, we can decide what to do and which > version should go into GIT. > > Based on the Electra responses in the forum, dds doesn't seem to run for > everyone without problems... > > * Thorsten
Theoretically, clouds wouldn't be affected by those issues, as those are related to the normalmap format (it's a newer compression method, and it's task specific). ------------------------------------------------------------------------------------------------------ That could come up in the future, if things improve, maybe we'll use normalmaps on the clouds too, to enhance them, but that's another story. ------------------------------------------------------------------------------------------------------ I've started in advance with the chopping (to give me a head-start ;) ), and one conclusion I can draw, from what I've seen so far, is that texture usage is very inefficient in some cases. So i think we'll at least free up some of the memory used regardless of the final format of the textures will be in. (There are textures with >60% empty space in them, that's wasting video memory, as these get decompressed into videoram; I'm not criticizing your work, which i can only appreciate even more now seeing what a huge task it was if only to model and texture all the clouds, which I imagine was a minor part in the development). On that note, I take this opportunity to thank you again for all the development done on this subject, and I'm glad I can contribute in some way to it. Have a nice springtime week-end (at least here it's shaping up that way weather wise :) ), Emilian ------------------------------------------------------------------------------ Enable your software for Intel(R) Active Management Technology to meet the growing manageability and security demands of your customers. Businesses are taking advantage of Intel(R) vPro (TM) technology - will your software be a part of the solution? Download the Intel(R) Manageability Checker today! http://p.sf.net/sfu/intel-dev2devmar _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel