Re: [Flightgear-devel] Terrain self-shading

2013-04-21 Thread tuomas . kuosmanen
Then fall and windy could be combined with particles (?) to simulate wind blown leaves and dynamically painting the foliage part of the texture with alpha to make leaves fall off on windy weather..? ;) Kinda special case and maybe not worth the effort but might be quite awesome jaw-dropper on

Re: [Flightgear-devel] Terrain self-shading

2013-04-21 Thread Vivian Meazza
Stuart On Sun, Apr 14, 2013 at 10:41 PM, Stuart Buchanan wrote: As it happens, I'm part way through a change that would allow varying snow- and leaf- cover without having to load different textures, so trees above the snowline could be snow covered while those below are not. This will

Re: [Flightgear-devel] Terrain self-shading

2013-04-21 Thread Stuart Buchanan
On Sun, Apr 21, 2013 at 6:17 PM, Vivian Meazza wrote: We seem to have slight misalignment in the tree texture: https://dl.dropboxusercontent.com/u/57645542/fgfs-screen-004.png Definitely looks like it. Could you provide some further details on this please: a) Where are you seeing this ? b)

Re: [Flightgear-devel] Terrain self-shading

2013-04-20 Thread Stuart Buchanan
On Sun, Apr 14, 2013 at 10:41 PM, Stuart Buchanan wrote: As it happens, I'm part way through a change that would allow varying snow- and leaf- cover without having to load different textures, so trees above the snowline could be snow covered while those below are not. This will increase the

Re: [Flightgear-devel] Terrain self-shading

2013-04-16 Thread Renk Thorsten
Thorsten suggested [1] separating foilage and trunk; is this what you have in mind? At the moment I'm simply using 4 separate complete textures ; one for each combination of summer/winter and clear/snow-covered. So I 'just' need straight pictures from summer and winter. Snow-covered

Re: [Flightgear-devel] Terrain self-shading

2013-04-15 Thread Renk Thorsten
@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

Re: [Flightgear-devel] Terrain self-shading

2013-04-15 Thread Thomas Albrecht
On a related note, the thread highlights that our tree textures are rather small, so our trees look quite blocky. Stuart, I created new textures for tropical trees a while ago, and I intend to improve central European tree textures in the near future. Thorsten suggested [1] separating

Re: [Flightgear-devel] Terrain self-shading (plain text)

2013-04-15 Thread Thomas Albrecht
Sorry for that HTML-crap. Here's the plain text again. On a related note, the thread highlights that our tree textures are rather small, so our trees look quite blocky.   Stuart,   I created new textures for tropical trees a while ago, and I intend to improve central European tree textures in

Re: [Flightgear-devel] Terrain self-shading (plain text)

2013-04-15 Thread Stuart Buchanan
On 15 Apr 2013, at 21:39, Thomas Albrecht wrote: Sorry for that HTML-crap. Here's the plain text again. No problem. I'm writing this from an iPhone and have no idea whether it's in plain text or not! Thorsten suggested [1] separating foilage and trunk; is this what you have in mind? At

[Flightgear-devel] Terrain self-shading

2013-04-14 Thread Renk Thorsten
Following a forum discussion http://www.flightgear.org/forums/viewtopic.php?f=47t=19693 I've done some experiments with terrain self-shading based on changing the balance between ambient and diffuse light. The results look fairly compelling and the illusion (even without a real shadow-map)

Re: [Flightgear-devel] Terrain self-shading

2013-04-14 Thread Erik Hofman
On 04/14/2013 10:40 AM, Renk Thorsten wrote: One problem is that I don't know the default ambient and diffuse reflection coefficients of terrain, so I have to experiment. If anyone knows these, please let me know, then I could compute rather than experiment. They are read from the ambient,

Re: [Flightgear-devel] Terrain self-shading

2013-04-14 Thread Frederic Bouvier
Hi Thorsten, 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

Re: [Flightgear-devel] Terrain self-shading

2013-04-14 Thread Stuart Buchanan
On Sun, Apr 14, 2013 at 9:40 AM, Renk Thorsten wrote: Downstream, to preserve the illusion of shadows, I've had to alter the tree shader to purely ambient lighting based on sun angle above the horizon. But that seems to be a good idea in general - not only is this cheapter to compute, but