Re: [Flightgear-devel] Normal map shader example - c172p

2010-06-02 Thread Mats Rauhala
I am by no means an aerodynamicist myself either, but I'll give my 2
cents.

Like you said, as smooth surfaces as possible reduce drag and therefore
improve their flight dynamics. For example on gliders, it is normal to
wash the entire plane after a days worth of flying because of the
squashed bugs, which would reduce the gliders gliding ratio due to
increased drag.

Then again, it's probable that not all planes require such great detail
to their flight dynamics. I think there's a trade off between drag (and
induced fuel consumption) and cost.

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Re: [Flightgear-devel] Normal map shader example - c172p

2010-04-14 Thread Stuart Buchanan
Simon Hollier wrote:
 Here's a bunch of random photos from a 172S:

 http://hellosimon.org/35117/

 There's some close ups of some rivets in some of them.

 Hope that helps,
 Simon

Very useful. Thanks also for the cockpit details. While it's not a p
model, I'm sure I can use
some of the photos to improve our model.

Bertrand Coconnier wrote:
 Anyway my contribution was not much worth it... Next time I will check
 closer ^_^

Not at all - it raised some interesting points and encourage other comments.

David Megginson wrote:
 All the Cessna 172's I've seen have had protruding rivets, but the
 heads don't stick out much, and the paint smooths out the edges to the
 point that they're just gentle bumps -- a 172's wing doesn't look like
 a steam boiler.

As pointed out by Martin and yourself, I definitely need to reduce the
height of the
normal map. That is pretty straightforward, though I may not get to it
until next week.

-Stuart

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Re: [Flightgear-devel] Normal map shader example - c172p

2010-04-13 Thread Bertrand Coconnier
2010/4/9 Stuart Buchanan stuar...@gmail.com:
 Frederic Bouvier wrote:
 Glad to see the effect is used. I noticed the bump is reverted on one axis.
 In a previous thread, I wrote :

 I use the GIMP normal map plug-in to create my normal maps. Here are two
 example. A bump :
 http://frbouvi.free.fr/flightsim/gimp-normalmap-bump.png

 A hole :
 http://frbouvi.free.fr/flightsim/gimp-normalmap-hole.png

 They are created from the same height field image. Reds should point to
 the bottom right and greens should points to the top left.

 More precisely:
  #FF7F7F points to the right
  #7FFF7F points to the top
  #007F7F points to the left
  #7F007F points to the bottom

 These are the only two realistic combinations. Remember that for OpenGL
 the origin of the image is the bottom left when the origin of an image
 is the top left, so that's why an axis should be reverted.

 Looking closely at the wing map :
 http://frbouvi.free.fr/flightsim/gimp-normalmap-c172.png

 It appears that reds are pointing to the top right and greens to the bottom 
 left. You may need to check the 'Invert Y' box in order to get them right.

 Thanks for the help. I've updated the normal maps, and included this
 information in the wiki article.


This is some nice artistic/graphical work indeed, however, I am afraid
this is not very realistic. If you want Cessna aerodynamicists to die
from an heart attack, just show them this picture ^_^

In real life, and on most modern aircrafts, you do not have such
protruding rivets unless you want your fuel consumption to go through
the roof. Countersunk head rivets are used nowadays and their number
and position are the result of a tough battle between the design
office (who want a strong/cheap/light structure) and the aerodynamics
office (who want very smooth/expensive air washed surfaces)  ^_^ The
result of these hard negotiations is that rivets *must have* a
countersunk head (it is a minimum to enter a round of negotiation
^_^), there must be as few as possible of them, the gap between the
rivet head and the countersunk hole should often be filled by a
sealant (or at least by paint ^_^ both of them cracking in service
anyway ^_^) and rivets with protruding heads are not an option (don't
even think about them, unless you want to be crucified on the public
place ^_^). The result, unfortunately, is not very spectacular as can
be seen on the picture that Martin Spott sent a few days ago
(http://foxtrot.mgras.net/bitmap/FGFS/DEEQA-Oelklappe.jpg) but it
significantly improves your aircraft performance (and make the
aerodynamicists happy - which is priceless).

Cheers,

Bertrand.

P.S. No offence is meant to the aerodynamicists. They are very smart
guys (you have to when you are involved in CFD) and most of them are
really cool guys. Furthermore they are the greenest dept of an
aircraft manufacturer since all their work is dedicated to the
reduction of the fuel consumption ^_^

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Re: [Flightgear-devel] Normal map shader example - c172p

2010-04-13 Thread Stuart Buchanan
Bertrand wrote:
 This is some nice artistic/graphical work indeed, however, I am afraid
 this is not very realistic. If you want Cessna aerodynamicists to die
 from an heart attack, just show them this picture ^_^

:)

I was basing the work on some photos I found on the Cessna website.
This one in particular seemed to show raised rivets on the wing:

http://www.cessna.com/MungoBlobs/832/502/sin_haw_flt18_hires.jpg

Perhaps what I'm seeing there isn't actually protruding rivets at all.

Is there any height change there at all, or are the surfaces completely smooth?

I could obviously tone down the effect significantly to make them
protrude less if
that is more realistic.

BTW - we're modeling a P model, if that makes any difference.

-Stuart

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Re: [Flightgear-devel] Normal map shader example - c172p

2010-04-13 Thread Simon Hollier
Here's a bunch of random photos from a 172S:

http://hellosimon.org/35117/

There's some close ups of some rivets in some of them.

Hope that helps,
Simon

On Tue, Apr 13, 2010 at 4:48 PM, Stuart Buchanan stuar...@gmail.com wrote:
 Bertrand wrote:
 This is some nice artistic/graphical work indeed, however, I am afraid
 this is not very realistic. If you want Cessna aerodynamicists to die
 from an heart attack, just show them this picture ^_^

 :)

 I was basing the work on some photos I found on the Cessna website.
 This one in particular seemed to show raised rivets on the wing:

 http://www.cessna.com/MungoBlobs/832/502/sin_haw_flt18_hires.jpg

 Perhaps what I'm seeing there isn't actually protruding rivets at all.

 Is there any height change there at all, or are the surfaces completely 
 smooth?

 I could obviously tone down the effect significantly to make them
 protrude less if
 that is more realistic.

 BTW - we're modeling a P model, if that makes any difference.

 -Stuart

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Re: [Flightgear-devel] Normal map shader example - c172p

2010-04-13 Thread Bertrand Coconnier
2010/4/13 Stuart Buchanan stuar...@gmail.com:
 Bertrand wrote:
 This is some nice artistic/graphical work indeed, however, I am afraid
 this is not very realistic. If you want Cessna aerodynamicists to die
 from an heart attack, just show them this picture ^_^

 :)

 I was basing the work on some photos I found on the Cessna website.
 This one in particular seemed to show raised rivets on the wing:

 http://www.cessna.com/MungoBlobs/832/502/sin_haw_flt18_hires.jpg

 Perhaps what I'm seeing there isn't actually protruding rivets at all.

 Is there any height change there at all, or are the surfaces completely 
 smooth?

 I could obviously tone down the effect significantly to make them
 protrude less if
 that is more realistic.

 BTW - we're modeling a P model, if that makes any difference.

 -Stuart


Well spotted Stuart. They look very much like protruding rivets.

May be what I reported above is limited to some specific class of
aircrafts ? A Cessna C172 is a relatively cheap aircraft flying at low
speeds, may be this is why Cessna are using protruding rivets (which
are cheaper than countersunk rivets). May be it only makes a
difference at higher speeds ? It seems I have extrapolated my
experience to an area where it does not apply ^_^ As you may have
guessed I am not an aerodynamicist myself, moreover my own experience
is limited to airliners where, I think, the criteria are more
stringent than for small aircrafts... Or may be in Cessna the design
office have won the battle against aerodynamics ? ^_^

Anyway my contribution was not much worth it... Next time I will check
closer ^_^

Cheers,

Bertrand.

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Re: [Flightgear-devel] Normal map shader example - c172p

2010-04-13 Thread David Megginson
All the Cessna 172's I've seen have had protruding rivets, but the
heads don't stick out much, and the paint smooths out the edges to the
point that they're just gentle bumps -- a 172's wing doesn't look like
a steam boiler.

IIRC, the Mooney has countersunk rivets, which is why it can go so fast.


All the best,


David

On Tue, Apr 13, 2010 at 5:18 PM, Bertrand Coconnier bcoco...@gmail.com wrote:
 2010/4/13 Stuart Buchanan stuar...@gmail.com:
 Bertrand wrote:
 This is some nice artistic/graphical work indeed, however, I am afraid
 this is not very realistic. If you want Cessna aerodynamicists to die
 from an heart attack, just show them this picture ^_^

 :)

 I was basing the work on some photos I found on the Cessna website.
 This one in particular seemed to show raised rivets on the wing:

 http://www.cessna.com/MungoBlobs/832/502/sin_haw_flt18_hires.jpg

 Perhaps what I'm seeing there isn't actually protruding rivets at all.

 Is there any height change there at all, or are the surfaces completely 
 smooth?

 I could obviously tone down the effect significantly to make them
 protrude less if
 that is more realistic.

 BTW - we're modeling a P model, if that makes any difference.

 -Stuart


 Well spotted Stuart. They look very much like protruding rivets.

 May be what I reported above is limited to some specific class of
 aircrafts ? A Cessna C172 is a relatively cheap aircraft flying at low
 speeds, may be this is why Cessna are using protruding rivets (which
 are cheaper than countersunk rivets). May be it only makes a
 difference at higher speeds ? It seems I have extrapolated my
 experience to an area where it does not apply ^_^ As you may have
 guessed I am not an aerodynamicist myself, moreover my own experience
 is limited to airliners where, I think, the criteria are more
 stringent than for small aircrafts... Or may be in Cessna the design
 office have won the battle against aerodynamics ? ^_^

 Anyway my contribution was not much worth it... Next time I will check
 closer ^_^

 Cheers,

 Bertrand.

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Re: [Flightgear-devel] Normal map shader example - c172p

2010-04-08 Thread Frederic Bouvier
Hi Stuart,

- Stuart Buchanan a écrit :
 Hi All,
 
 I've just updated the c172p to make use of the bumpspec Effect for a
 bump-map. I've still to get the rivet separation right, but the
 effect so far is rather pleasing:
 
 http://www.nanjika.co.uk/flightgear/fgfs-screen-004.png

Glad to see the effect is used. I noticed the bump is reverted on one axis.
In a previous thread, I wrote :

 I use the GIMP normal map plug-in to create my normal maps. Here are two
 example. A bump :
 http://frbouvi.free.fr/flightsim/gimp-normalmap-bump.png

 A hole :
 http://frbouvi.free.fr/flightsim/gimp-normalmap-hole.png
 
 They are created from the same height field image. Reds should point to
 the bottom right and greens should points to the top left.
 
 More precisely:
  #FF7F7F points to the right
  #7FFF7F points to the top
  #007F7F points to the left
  #7F007F points to the bottom
 
 These are the only two realistic combinations. Remember that for OpenGL
 the origin of the image is the bottom left when the origin of an image
 is the top left, so that's why an axis should be reverted.

Looking closely at the wing map :
http://frbouvi.free.fr/flightsim/gimp-normalmap-c172.png

It appears that reds are pointing to the top right and greens to the bottom 
left. You may need to check the 'Invert Y' box in order to get them right.

-Fred

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Re: [Flightgear-devel] Normal map shader example - c172p

2010-04-08 Thread Torsten Dreyer
 Hi All,
 
 I've just updated the c172p to make use of the bumpspec Effect for a
 bump-map. I've still to get the rivet separation right, but the effect
 so far is rather pleasing:
 
 http://www.nanjika.co.uk/flightgear/fgfs-screen-004.png
 
 Like most of the other shader effects, this looks better in-sim than
 in a screenshot. In particular the rivets on the cowling when viewed
 from the cockpit are rather nice when turning.
 
 I've also written a wiki article to help others interested in using
 this shader:
  http://wiki.flightgear.org/index.php/Howto:_Use_The_Normal_Map_Effect_in_A
 ircraft
 
 I'm interested in other people's performance experience with this
 shader. The normal maps are rather large, though they compress down
 very well.
Nice work, thanks for the wiki. It cleared some things for me. 
Development is currently so fast, it's hard to keep up!

Torsten

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Re: [Flightgear-devel] Normal map shader example - c172p

2010-04-08 Thread Detlef Faber
Am Donnerstag, den 08.04.2010, 00:13 +0100 schrieb Stuart Buchanan:
 Hi All,
 
 I've just updated the c172p to make use of the bumpspec Effect for a
 bump-map. I've still to get the rivet separation right, but the effect
 so far is rather pleasing:
 
 http://www.nanjika.co.uk/flightgear/fgfs-screen-004.png
 
 Like most of the other shader effects, this looks better in-sim than
 in a screenshot. In particular the rivets on the cowling when viewed
 from the cockpit are rather nice when turning.
 
 I've also written a wiki article to help others interested in using
 this shader: 
 http://wiki.flightgear.org/index.php/Howto:_Use_The_Normal_Map_Effect_in_Aircraft
 
 I'm interested in other people's performance experience with this
 shader. The normal maps are rather large, though they compress down
 very well.
 
I've tested a bit and noticed that regarding size, the resolution of the
normalmap doesn't matter. An image of 4096x4096 has nearly the same size
than a 2048x2048 scaled version of the same image (which looks rather
ugly in-sim btw,). However this is the case when the image is scaled
before applying the normalmap filter. If the resulting normalmap gets
scaled, the smaller resolution image is even larger in filesize than the
original.

The striking thing with using the shader is that it is now possible to
have smaller image files for liveries as now only the colour is needed.
Details can now be done in the shader. This reduces the lag while
selecting different liveries.


Greetings



 -Stuart
 
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Re: [Flightgear-devel] Normal map shader example - c172p

2010-04-08 Thread Erik Hofman
Detlef Faber wrote:
 The striking thing with using the shader is that it is now possible to
 have smaller image files for liveries as now only the colour is needed.
 Details can now be done in the shader. This reduces the lag while
 selecting different liveries.

Good to know, I might want to apply it to the F-16 then.
Thanks for the hint.

Erik

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Re: [Flightgear-devel] Normal map shader example - c172p

2010-04-08 Thread Stuart Buchanan
Frederic Bouvier wrote:
 Glad to see the effect is used. I noticed the bump is reverted on one axis.
 In a previous thread, I wrote :

 I use the GIMP normal map plug-in to create my normal maps. Here are two
 example. A bump :
 http://frbouvi.free.fr/flightsim/gimp-normalmap-bump.png

 A hole :
 http://frbouvi.free.fr/flightsim/gimp-normalmap-hole.png

 They are created from the same height field image. Reds should point to
 the bottom right and greens should points to the top left.

 More precisely:
  #FF7F7F points to the right
  #7FFF7F points to the top
  #007F7F points to the left
  #7F007F points to the bottom

 These are the only two realistic combinations. Remember that for OpenGL
 the origin of the image is the bottom left when the origin of an image
 is the top left, so that's why an axis should be reverted.

 Looking closely at the wing map :
 http://frbouvi.free.fr/flightsim/gimp-normalmap-c172.png

 It appears that reds are pointing to the top right and greens to the bottom 
 left. You may need to check the 'Invert Y' box in order to get them right.

Thanks for the help. I've updated the normal maps, and included this
information in the wiki article.

-Stuart

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