I'd say no , its easy enough to do without yet another shader, since each
new shader 'improvement" has me tweaking my aircraft
to get back the frame rates I lost.But thanks for offering.
Syd
On Tue, Apr 16, 2013 at 12:34 AM, Renk Thorsten <thorsten.i.r...@jyu.fi>wrote:
>
> I have a question to aircraft/cockpit modellers: Would a shader effect
> with the equivalent of a grain texture be useful to you?
>
> For the terrain, the grain texture is a semi-transparent overlay pattern
> of grainy dots - which is superimposed on the normal texture at 25 times
> the nominal resolution (so while a usual pixel on the terrain might be 4x4
> m sized, a pixel of the grain pattern is 16cm x 16 cm. This gives the
> appearance of a texture resolution which is much higher than it actually is:
>
> http://www.flightgear.org/forums/viewtopic.php?f=47&t=18628#p173410
>
> In cockpits, I often see many monochromatic surfaces. When I look at the
> panel of my card, the plastic is monochromatic but has a fake leather
> pattern imprinted. The roof of my car has a cloth structure. My computer
> has some rhombus pattern imprinted. Metal surfaces often have some brush
> stroke structure. All these things are literally screaming for an overlay
> texture, as they are artificial repeating patterns and there is in fact no
> tiling problem as in terrain shading - they can just be superimposed,
> creating sub-millimeter-sized resolution on cockpit details at the expense
> of a single texture lookup.
>
> Now, I would offer to code a slot for a grain texture into the
> high-quality model shader of Atmospheric Light Scattering, but since I am
> not a 3d modeller and I suspect there are some issues with the uv-mapping
> which are a bit different from the way terrain works, I would need someone
> from the model side who is interested in exploring this idea.
>
> Let me know if anyone is interested.
>
> * Thorsten
>
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