Re: [Flightgear-devel] Shaders and textures

2010-08-09 Thread HB-GRAL
Frederic Bouvier schrieb:
 - HB-GRAL a écrit :
 Is it possible to add (or blend) a texture in the shaders to steep=
 gray instead of calculating a 'simple colour cloud'? In combination with a
 texture it probably looks like all the 'perhaps' and is a very nice
 feature.
 
 You can add the rock texture to the effect file as another texture unit and, 
 in the shader, blend it with the base texture when the steepness criterion is 
 met.
 
 -Fred
 

Thank you Fred and Vivian. I will give this a try soon. I didn’t see the 
steepness criterion yet but I will check for it. Hard job for me, but 
interesting ;-)

-Yves

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Re: [Flightgear-devel] Shaders and textures

2010-08-08 Thread Frederic Bouvier

- HB-GRAL a écrit :
 Is it possible to add (or blend) a texture in the shaders to steep=
 gray instead of calculating a 'simple colour cloud'? In combination with a
 texture it probably looks like all the 'perhaps' and is a very nice
 feature.

You can add the rock texture to the effect file as another texture unit and, in 
the shader, blend it with the base texture when the steepness criterion is met.

-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/  Photo gallery - album photo
http://www.youtube.com/user/fgfred64   Videos


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Re: [Flightgear-devel] Shaders and textures

2010-08-07 Thread Erik Hofman
On Sat, 2010-08-07 at 01:45 +0200, HB-GRAL wrote:
 Hi all,
 
 I see a lot of improvements with recent shaders. But there comes some 
 renewals I do not how to work with.
 
 - Snow: Activating the landmass shaders gives me some snow. Some 
 material is not covered i.e. glacier. And snow is starting by default at 
 2000 (2000 what?). Is this real i.e. for season 'summer'? And how can I 
 change appearance of this soft-edge 'geometrical' snow fields?

The snow border height (above which the snow shader should render snow)
is controlled using the rendering dialog box. Since the scenery in
FlightGear is using meters I guess it's 2000 meters.

 
 - Mystic gray blobs: When I activate landmass shader everywhere there 
 are some 'random' gray blobs now. What is the goal of this blobs? Is it 
 possible to add a texture to this blobs?

I haven't seen these.. unless this is also the snow shader.

 - Crop shader: This is a very interesting shader of course. But when I 
 activate it- only one crop type is covered by this shader. Is the crop 
 shader thought to have multiple crop effects? How can I work with this 
 shader and different textures to get things like irregular crop and many 
 many other crop types like we have in recent landcover?

As far as I know the crop shader creates it's own appearance. That's why
you can't see any repetitions (which are common when using textures).
It's only one type of cover right now.

Erik


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Re: [Flightgear-devel] Shaders and textures

2010-08-07 Thread HB-GRAL
Erik Hofman schrieb:
 - Mystic gray blobs: When I activate landmass shader everywhere there 
 are some 'random' gray blobs now. What is the goal of this blobs? Is it 
 possible to add a texture to this blobs?
 
 I haven't seen these.. unless this is also the snow shader.

I get this with recent GIT fgdata.

Here is an example from a forum post (picture 1/3/4)
http://www.flightgear.org/forums/viewtopic.php?f=5t=8968p=89056#p89056

Here is what I get in the mountains (with own experimental new texture 
and landmass activated)
http://tinyurl.com/377ol2a

 
 
 As far as I know the crop shader creates it's own appearance. That's why
 you can't see any repetitions (which are common when using textures).
 It's only one type of cover right now.
 
 Erik
 

What stands 'crop.png' in /Textures/Terrain for? Is this ornament not 
used and repeated?

Maybe you can not see the repetition of the texture but from a less 
mathematical view the cropland looks all the same here when I activate 
the crop shader. It covers most of the terrain with the same ornament 
and same colors. From my point of view this is also a bit 'repetitive'.

When I want to have more different croplands how should I go further 
with the crop shader? Building different crop.png’s and cropcolors? How 
can I alter this textures/ornaments for cropland terrain? And is it also 
possible to add a relief/normalmap to crop?

Thanks- gral

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Re: [Flightgear-devel] Shaders and textures

2010-08-07 Thread HB-GRAL
HB-GRAL schrieb:
 
 When I want to have more different croplands how should I go further 
 with the crop shader? Building different crop.png’s and cropcolors? How 
 can I alter this textures/ornaments for cropland terrain? And is it also 
 possible to add a relief/normalmap to crop?
 
 Thanks- gral
 

Sorry for my crop conclusion. I see now how I can change crop texture 
and 'colormap' to get another look with the shader. Here is test example
http://tinyurl.com/2uez5ar

The problem with the random blobs still remains. Also the snow level at 
2000 meters in the summer and that some textures/landclasses are not 
covered by snow (like glacier).

Thanks, Yves

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Re: [Flightgear-devel] Shaders and textures

2010-08-07 Thread HB-GRAL
Vivian Meazza schrieb:
 
 The grey patches are not snow - they denote steep areas; perhaps rock, or a
 rock run. They are generated in crop.frag by:
 
   //steep = gray
   c1 = mix(vec4(n-0.42, n-0.44, n-0.51, 1.0), c1, smoothstep(0.970,
 0.990, abs(normalize(Normal).z)+nvL[2]*1.3));
   //snow
   c1 = mix(c1, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0),
 0.7, 1.0), smoothstep(snowlevel+300.0, snowlevel+360.0,
 (rawpos.z)+nvL[1]*3000.0));
 
 not a bug but a feature :-)
 
 Vivian
 
 p.s. not my code btw
 

Is it possible to add (or blend) a texture in the shaders to steep= gray 
instead of calculating a 'simple colour cloud'? In combination with a 
texture it probably looks like all the 'perhaps' and is a very nice feature.

Here recent 'steep = gray'-blobs do not look like rock or rock run or 
something else at the moment - sorry for my misunderstanding.

I see that some landmass reliefs are calculated also with snow. So it 
should be possible to add a texture to the 'steep=grays' or not?

Thanks- Yves

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