> I'm very keen on the placement maps myself, but they are fundamentally
> incompatible with the crop shader, as the placement information is
> required well above the shader layer.

I like the idea of the placement masks, and one could use them to do LOD by 
passing the mask itself to the shader and using the color channels to do hires 
texture overlay and/or height mapping for the various functional regions, but 
there is just no way I can see to keep any pre-defined placement map structure 
free of the tiling problem - which is a problem for larger agricultural areas, 
the field patterns are quite distinct and their repetition is pronounced.

I don't have a good answer.

> Let me know what it is you think we need.

The terrain ubershader (terrain-haze-detailed.frag) ported to non-atmospheric 
scattering (should be easy, as the noise, texel mixing blocks and heightmap 
blocks are quite separate from the fog computations), corresponding effect file 
upgrades, and extra overlay and hires textures declared in the materials.xml 
files where needed would make the framework accessible to default rendering and 
your dds materials file. I don't know what is needed to launch it in Rembrandt.

If anyone wants to have a look how the whole thing is structured, I rebased 
everything against today's GIT pull and pushed the branch to my repository

git://gitorious.org/~trenk/fg/fgdata-advanced_weather-lightfields.git

(the branch is 'terrain-haze', use Materials/regional/materials.xml in order to 
see the effects).

I can't merge this in yet as I still have textures with unclear license in - I 
need to replace those by GPL compatible ones, at which point I will update the 
official Materials/regions/materials.xml definitions. So if anyone is good in 
texturing, I know how the textures should look like already - please get in 
touch. Otherwise I will try to come up with something myself.

* Thorsten
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