@Erik: > They are read from the ambient, diffuse and specular files in > fgdata/Lighting. For the default lighting scheme these do get altered, > but I think you already override that scheme completely.
Um... as they depend on the sun angle, these appear to be the light intensity curves. I indeed override those. I'm interested in the reflection coefficients, which must be part of the materials definition - I know that for some landclasses diffuse and specular are explicitly defined, but I don't know what the defaults are otherwise. But I guess I found a viable solution yesterday. @Fred: > I presume the balance between ambient and diffuse should vary with the > weather. A clear sky gives harsh shadows and overcast sky with several > layers of clouds gives barely any shadows (dull day in photographer > speak). Your results (which are really pretty) are likely to be > unrealistic with bad weather and perhaps a middle term as it is now will > fit more situations if the balance is not adjustable. Luckily for me Advanced Weather already comes with a model how light intensity is changed by the cloud cover and the interface to the shader is already in place and being used to reduce diffuse light under strong cloud cover ;-) So that's solved already - to quote myself "3 lines in the shader including all the environment dependencies on cloud cover and sun angle" (it doesn't do to reduce ambient light before sunrise for instance) - for moderate cloud cover, the effect goes back to what you're used to, for strong cloud cover diffuse and specular light pretty much go away. I think the actual effect is pretty much perception - the ambient light doesn't go away that much in clear skies, but the eye, having the contrast to surfaces illuminated by high intensity light, reduces shades surface to dark. So we could attack this also by simulating real light intensities and do perception reweighting later as well, but just reducing ambient light to make up for actual high diffuse intensity seems to do the trick nicely. @Stuart: > Given that we've got a very limited number of tree textures and the > same texture is used on a large number of objects, perhaps it would be > worthwhile increasing the resolution? The regional Caribbean palm trees should have a higher resolution if anyone wants to have a look at the differences. We seem to have some forum users who are sort of committed to provide more variety and higher resolution tree textures which we can encourage. Personally I would like to have higher resolution trees after spending quite a lot of shader lines for terrain close-up rendering - but I have a lot of memory to spare, and I understand the argument that for many users trees will be something seen from a few hundred meters at best. * Thorsten ------------------------------------------------------------------------------ Precog is a next-generation analytics platform capable of advanced analytics on semi-structured data. The platform includes APIs for building apps and a phenomenal toolset for data science. Developers can use our toolset for easy data analysis & visualization. Get a free account! http://www2.precog.com/precogplatform/slashdotnewsletter _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel