Re: [Flightgear-devel] *** SPAM *** Re: Scene ambient and specularcolor changes

2009-04-04 Thread Erik Hofman


Melchior FRANZ wrote:
 * Vivian Meazza -- Saturday 04 April 2009:
 I can fix it here, to my entire satisfaction, so if everyone else is
 happy, don't worry.
 
 I can't really say much about this, as I'm using a rather old and not
 so great monitor that I don't seem to be able to calibrate correctly.
 But I agree that the ambient has now become significantly darker. I
 just can't say if that's right or wrong.  :-/

To be honest both screenshots don't look too bad to me :-/
But if it's going to be adjusted it needs to be done in 
Data/Lighting/ambient

Erik

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Re: [Flightgear-devel] *** SPAM *** Re: Scene ambient and specularcolor changes

2009-04-04 Thread Vivian Meazza
Erik

 
 Melchior FRANZ wrote:
  * Vivian Meazza -- Saturday 04 April 2009:
  I can fix it here, to my entire satisfaction, so if everyone else is
  happy, don't worry.
 
  I can't really say much about this, as I'm using a rather old and not
  so great monitor that I don't seem to be able to calibrate correctly.
  But I agree that the ambient has now become significantly darker. I
  just can't say if that's right or wrong.  :-/
 
 To be honest both screenshots don't look too bad to me :-/
 But if it's going to be adjusted it needs to be done in
 Data/Lighting/ambient
 

This is how I think it should look, and arguably it's still a little dark:

ftp://ftp.abbeytheatre2.org.uk/fgfs/Light/Seahawk%20-%203.jpg

ftp://ftp.abbeytheatre2.org.uk/fgfs/Light/Seahawk%20-%204.jpg

I'm doing a small adjustment in light.cxx - seems to work:

float ambient = _ambient_tbl-interpolate( deg ) + (0.25 + 0.75 *
visibility_inv/10);

Not sure that I fancy tinkering around in Data/Lighting/ambient - someone
has obviously taken a lot of care to craft that one.

Vivian



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Re: [Flightgear-devel] *** SPAM *** Re: Scene ambient and specularcolor changes

2009-04-04 Thread Melchior FRANZ
* Vivian Meazza -- Saturday 04 April 2009:
 This is how I think it should look, 

Does indeed look much better here (on my *still* quite bad monitor ;-).

m.

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Re: [Flightgear-devel] *** SPAM *** Re: Scene ambient and specularcolor changes

2009-04-03 Thread Erik Hofman

Erik Hofman wrote:
 After reading the comments I agree with it.
 I'll take some time to adjust the ambient accordingly.

This has been committed to CVS now.
Let me know what you think.

(keep in mind that the darkest ambient color is defined in 
data/Lighting/ambient which has not been touched for ages).

Erik

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Re: [Flightgear-devel] *** SPAM *** Re: Scene ambient and specularcolor changes

2009-04-03 Thread Vivian Meazza
Erik

 
 Erik Hofman wrote:
  After reading the comments I agree with it.
  I'll take some time to adjust the ambient accordingly.
 
 This has been committed to CVS now.
 Let me know what you think.
 
 (keep in mind that the darkest ambient color is defined in
 data/Lighting/ambient which has not been touched for ages).
 

IMO, without any real data to judge it by, the specular adjustment is good
enough.

Ambient is still significantly too dark - on the side of an ac lit only by
ambient light, it is just about black. In my experience, on the brightest
days when the difference between ambient and diffuse is greatest, there is
always enough ambient light to penetrate even the most intense shadows.

I'll do a couple of screen shots later

Vivian



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Re: [Flightgear-devel] *** SPAM *** Re: Scene ambient and specularcolor changes

2009-04-03 Thread Curtis Olson
On Fri, Apr 3, 2009 at 7:26 AM, Vivian Meazza wrote:

 
  Erik Hofman wrote:
   After reading the comments I agree with it.
   I'll take some time to adjust the ambient accordingly.
 
  This has been committed to CVS now.
  Let me know what you think.
 
  (keep in mind that the darkest ambient color is defined in
  data/Lighting/ambient which has not been touched for ages).
 

 IMO, without any real data to judge it by, the specular adjustment is good
 enough.

 Ambient is still significantly too dark - on the side of an ac lit only by
 ambient light, it is just about black. In my experience, on the brightest
 days when the difference between ambient and diffuse is greatest, there is
 always enough ambient light to penetrate even the most intense shadows.

 I'll do a couple of screen shots later


One thing to possibly consider is that when we (someday) get back to having
shadows cast by the aircraft, we may need to recalibrate some of these
parameters.

I recall long ago when I was trying to play with ambient/diffuse parameters
for terrain, I quickly discovered a big part of the problem is the lack of
dynamic range of a computer monitor.  The diffuse lighting is based on the
angle of the surface relative to the angle of the light source, and near
dawn/dusk this gets really low.  And because of the way opengl does the
lighting math you can't really do anything about that (nor would you want
to.)  However, in order to get the scene brightness back up to something
usable, you have to boost the ambient component of the lighting artificially
high, and then all shadows go away.  Contributing to the problem (I think)
is that most of us view the scene in a normally lit room.  If we forced
everyone to only view FlightGear inside a perfectly dark room, I think we
could do a little better.  But this is a really hard problem.  Very easy to
get wrong, impossible to get right, very hard to get mostly right (or not
distractingly wrong.)

Regards,

Curt.
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Curtis Olson: http://baron.flightgear.org/~curt/
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Re: [Flightgear-devel] *** SPAM *** Re: Scene ambient and specularcolor changes

2009-04-01 Thread Vivian Meazza
LeeE
 
 On Wednesday 01 April 2009, Erik Hofman wrote:
  Heiko Schulz wrote:
   I'm against this code- I can't really understand what's the
   intention of this code is- destroying glossiness?
 
  Only when it's foggy. On bright clear days it will shine like
  before. The real intent is to make it a bit more realistic.
 
   I would like to see a change of the colors depending of the
   clouds setting- I think I can remember that the color changed
   with the weather settings in plib-versions. Example: less
   glossiness and more greyish colors on thunderstorm/ rainy day
 
  While not this may not be exactly true all the time but using
  METAR will update both visibility and cloud settings accordingly
  (heavy clouds will only be possible in situations with reduced
  visibility anyhow).
 
  Erik
 
 As I understand it, and from my 3D experience, the specular light
 component should define the brightness of highlights, on
 shiny/glossy surfaces, of reflected light sources.
 
 In real life, things are illuminated by a combination of direct
 light, scattered light and caustic light (however, we can't do
 caustics).  The light source dictates the total amount of light
 entering the atmosphere, which scatters some of the light, mostly
 in the blue part of the spectrum, producing the ambient light.
 What is left then makes up the direct light component.
 
 So, under a clear sky, the direct light should be a bit yellow and
 the ambient light should be a bit blue.
 
 In fog or clouds though, where the fog or cloud is thick enough to
 scatter _all_ the light, there should be no direct light but much
 more ambient light, which should also be whiter as it now includes
 all of the colours from the light source and not just some of the
 blue component.
 
 Where this becomes relevant to specular light is that with no direct
 light source, there's nothing to produce a specular highlight.
 Although when near the ground though, the sky will still be
 brighter than the ground, so then there will be a slight degree of
 direct light.
 
 The amount of specular then, should be dependent on the
 glossiness/shininess of the surface (to provide a reflective
 highlight in the first place) and the amount of direct light.
 
 If you're in a bank of fog, where the horizontal visibility is low,
 but the fog is only say, forty feet thick, you should still get
 specular affects when the sun is high in the sky.  Under an
 overcast sky though, where you can't make out the sun through the
 fog/clouds, you should get very little specular even if the
 horizontal visibility is high because there's no direct light
 source to create the reflective highlight.
 
 Using values up to 45km seem way too high to me - perhaps ~2km high
 value might be more realistic.
 
 I mentioned 'caustics' earlier; this refers to secondary reflected
 light.  You can see the effects of caustic illumination when you
 stick something non-reflective, next to a coloured surface - the
 side of the non-reflective object will be illuminated by the
 coloured light reflected from the coloured surface.  Like I said
 though, this isn't really viable in RT rendering so perhaps the
 ambient level should just be increased a little to account for it,
 forgetting about the colour cast because over a large area of
 different coloured background and objects the caustic colours will
 average out.
 

Good summary. 

Vivian



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Re: [Flightgear-devel] *** SPAM *** Re: Scene ambient and specularcolor changes

2009-04-01 Thread Lee Qid
Hi there,

let me join this discussion:

Very good summary indeed. Pretty much what I was just writing.
If you want to get a feel of specular highlights, look at car-paint,
and observe what is reflected on the metal that actually causes the
highlights. You will find that it is the sun, street-lights or lit
billboards. Basically anything emitting a lot of light.
As for causastics, I'd say that you add the it to the ambience. You
could try and sum up and average the diffuse colours of the scenery
tiles every once in a while to get the causastic part for the ambient
colour, if you like.

You may also want to look at your fog implementation. It may yield a
clue on how to determine the amount of light passing through depending
on the altitude of the object and density of the fog. You can also try
to modify the size and brightness of the highlight, depending on the
cloud cover _above_ the object (overcast - clear).

Kind regards,

Josef

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