Re: [Flightgear-devel] Scene ambient and specularcolor changes
S Andreason wrote: One more thing, the trees are still very dark, especially noticeable in daylight and sunny skies. looking at Models/Trees/deciduous-tree.ac for example, MATERIAL NoName rgb 1 1 0.8 amb 1 1 0.8 emis 0 0 0 spec 0 0 0 shi 2 trans 0 Is the specularity supposed to be zero? I don't think so. All the trees need spec to be set to the rgb or amb color at least. However, after making these changs, I see no difference. So I tried setting the emissions to get glow-in-the-dark trees. Nothing. Is there something causing these values to be ignored? If you're talking about the forests of trees, then these are generated by a shader, not a .ac file, and will need to be updated in the source. I need to spend some time tuning them. Unfortunately it's a slow process as I need to recompile each time - until Tim's XML shader support becomes available ;) -Stuart -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scene ambient and specularcolor changes
Vivian Meazza wrote: I think it's as right as we are going to get it, given all the unknowns about the objects and the scattering particles in the environment at any time or place. One more thing, the trees are still very dark, especially noticeable in daylight and sunny skies. looking at Models/Trees/deciduous-tree.ac for example, MATERIAL NoName rgb 1 1 0.8 amb 1 1 0.8 emis 0 0 0 spec 0 0 0 shi 2 trans 0 Is the specularity supposed to be zero? I don't think so. All the trees need spec to be set to the rgb or amb color at least. However, after making these changs, I see no difference. So I tried setting the emissions to get glow-in-the-dark trees. Nothing. Is there something causing these values to be ignored? Stewart -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scene ambient and specularcolor changes
On Mon, Apr 6, 2009 at 11:13 AM, S Andreason wrote: One more thing, the trees are still very dark, especially noticeable in daylight and sunny skies. looking at Models/Trees/deciduous-tree.ac for example, MATERIAL NoName rgb 1 1 0.8 amb 1 1 0.8 emis 0 0 0 spec 0 0 0 shi 2 trans 0 Is the specularity supposed to be zero? I don't think so. All the trees need spec to be set to the rgb or amb color at least. However, after making these changs, I see no difference. So I tried setting the emissions to get glow-in-the-dark trees. Nothing. Is there something causing these values to be ignored? I believe trees are drawn with a shader so perhaps the shader itself needs to be modified to adjust the tree material properties? Curt. -- Curtis Olson: http://baron.flightgear.org/~curt/ -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scene ambient and specularcolor changes
S Andreason wrote Vivian Meazza wrote: I think it's as right as we are going to get it, given all the unknowns about the objects and the scattering particles in the environment at any time or place. One more thing, the trees are still very dark, especially noticeable in daylight and sunny skies. looking at Models/Trees/deciduous-tree.ac for example, MATERIAL NoName rgb 1 1 0.8 amb 1 1 0.8 emis 0 0 0 spec 0 0 0 shi 2 trans 0 Is the specularity supposed to be zero? I don't think so. All the trees need spec to be set to the rgb or amb color at least. However, after making these changs, I see no difference. So I tried setting the emissions to get glow-in-the-dark trees. Nothing. Is there something causing these values to be ignored? The critical update is in data/Lighting, not source, AM 05/04/2009. Vivian -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scene ambient and specularcolor changes
Melchior FRANZ wrote: * 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 ;-). Alright I've updated the ambient table (multiplied all values by 2.5) Let me know what you all think with the CVS version of src/Time/light.cxx The default values might well have been modeled after a lightbulb in a room instead of the sun in a skydome environment. Erik -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scene ambient and specularcolor changes
Erik wrote Vivian Meazza wrote: 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. Well you *are* since you are adding 0.25 to ambient. In fact this changes [0.04 - 0.2] to [0.254 - 0.45] It's easier to test that way! And haven't I also reduced the effect of visibility by a small amount? I've now amended the table to reflect the static offset, and I'm happy with the result. Do you want proceed with this, or just drop it? Vivian -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scene ambient and specularcolor changes
Vivian Meazza wrote: I've now amended the table to reflect the static offset, and I'm happy with the result. Even at midnight? I was worried the ambient might be too light with a static offset. Do you want proceed with this, or just drop it? Lets get it right this time. Erik -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scene ambient and specularcolor changes
Erik Melchior FRANZ wrote: * 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 ;-). Alright I've updated the ambient table (multiplied all values by 2.5) Let me know what you all think with the CVS version of src/Time/light.cxx Looks nice here, I hope others will agree. The default values might well have been modeled after a lightbulb in a room instead of the sun in a skydome environment. That seems entirely possible. Lovely weather at KSFO for testing atm, and lovely weather outside here for observing and comparing light and shadows. Now for shadows, shaders, and we will be motoring. Sorry, our posts crossed Thanks Vivian -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scene ambient and specularcolor changes
Erik wrote Vivian Meazza wrote: I've now amended the table to reflect the static offset, and I'm happy with the result. Even at midnight? I was worried the ambient might be too light with a static offset. Do you want proceed with this, or just drop it? Lets get it right this time. I think it's as right as we are going to get it, given all the unknowns about the objects and the scattering particles in the environment at any time or place. I think the purists would argue that we ought to adjust the ambient values for altitude as well. There is much less ambient light once you leave the atmosphere. Perhaps we can do that at a later date, when we have an external model for the Shuttle. (This is also known as hitting the problem into the long grass :-) ). Vivian -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scene ambient and specularcolor changes
Vivian Meazza wrote: Melchior FRANZ wrote: Alright I've updated the ambient table (multiplied all values by 2.5) Let me know what you all think with the CVS version of src/Time/light.cxx Looks nice here, I hope others will agree. I agree. Looks _very_ good now. Is there any property I can query? to determine at runtime if my model is running under the old ambient value, or the new one? I would hate to have to have separate releases for my interior lighting code. Stewart -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scene ambient and specularcolor changes
There seemed to be a problem with my mail since I noticed in the archives there were some replies to my previous post about this item. I've tweaked the values some more and think I've got it just about right (or good enough) this time. Erik -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scene ambient and specularcolor changes
Erik There seemed to be a problem with my mail since I noticed in the archives there were some replies to my previous post about this item. I've tweaked the values some more and think I've got it just about right (or good enough) this time. Erik The ambient light is still too low here. I've recalibrated my screen - and here's the result: ftp://ftp.abbeytheatre2.org.uk/fgfs/Light/Seahawk%20-%201.jpg ftp://ftp.abbeytheatre2.org.uk/fgfs/Light/Seahawk%20-%202.jpg I can fix it here, to my entire satisfaction, so if everyone else is happy, don't worry. Vivian -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scene ambient and specularcolor changes
* 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. :-/ m. -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scene ambient and specularcolor changes
Vivian Meazza wrote: 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. Well you *are* since you are adding 0.25 to ambient. In fact this changes [0.04 - 0.2] to [0.254 - 0.45] Erik -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scene ambient and specularcolor changes
Vivian Meazza wrote: I'm not clear about how much ambient light there should be in any situation, but, to me right now there isn't enough with the default model. The effect of visibility on the diffuse and specular setting looks OK in very low visibility, but at high visibility it looks very odd - far too little ambient, while at medium visibility specular refection is too low. I think that outside the fog situation the visibility should have little or no effect on diffuse or specular values. I look forward to seeing if a log relationship is better. After reading the comments I agree with it. I'll take some time to adjust the ambient accordingly. And we need shadows to complete the effect! That would certainly be nice. Erik -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel