Re: [Flightgear-devel] Shaders and textures
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 -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shaders and textures
- 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 -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shaders and textures
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 -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shaders and textures
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 -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shaders and textures
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 -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shaders and textures
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 -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel