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Volcanoes

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Re: Volcanoes

Postby wkitty42 » Wed Jan 24, 2018 7:51 pm

@Clive: check the wiki... on the first page, right column, box under "Development repository status" header...
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Current release: 2017.3 (20 Sep 2017)
Next release: 2018.1 (24 days from now)
See release plan for details.


the words "release plan" in the last sentence link to http://wiki.flightgear.org/Release_plan
"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up."
"Why not?" said Gurder.
"Dunno. It's frightened of heights, I guess."
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Re: Volcanoes

Postby Thorsten » Wed Jan 31, 2018 7:55 am

Etna is now pushed to the repository - this one has some really impressive ash plumes. I have no good idea how to do lava streams - possibly a 3d modeler would need to help drape a mesh over the terrain for that one - anyone interested?
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Re: Volcanoes

Postby Catalanoic » Wed Jan 31, 2018 3:23 pm

:D Etna!! i think lava would be something actuing as a shader, to be terrain updates independent and the possibility to add some effects like blur and some reflection. only adding some small smoke over as 3d object or coded too.
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Re: Volcanoes

Postby Thorsten » Wed Jan 31, 2018 3:37 pm

We can only target a shader for a particular landclass, and even then guaranteeing that the lava flow actually goes downhill and is continuous is a piece of work - so currently we don't really have the technology in place to do it that way (though it would be elegant if we had).

We can however apply a special shader to a lava 3d model - which is where the draped mesh comes in...
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Re: Volcanoes

Postby wlbragg » Wed Jan 31, 2018 4:25 pm

So what exactly are you looking for in the design of the mesh? You want a thin layer of lava flow with "rounded lava fronts" at the downhill side of the mesh? How thick or thin do you want the lava mesh? Like the thickness of a 2 dimensional plane or 3 dimensional whereas there is a slight thickness?
Last edited by wlbragg on Thu Feb 01, 2018 11:11 pm, edited 2 times in total.
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Re: Volcanoes

Postby VicMar » Thu Feb 01, 2018 9:28 am

I wonder if the required effect would be possible using the particle system.
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Re: Volcanoes

Postby Thorsten » Thu Feb 01, 2018 12:58 pm

Basically no - particles don't feel ground interaction.
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Re: Volcanoes

Postby VicMar » Thu Feb 01, 2018 1:05 pm

Basically no - particles don't feel ground interaction.
That's a shame.

Is there any way we could make Gifs usable as textures?
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Re: Volcanoes

Postby wkitty42 » Thu Feb 01, 2018 2:49 pm

animated GIFs? hummm... Image
"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up."
"Why not?" said Gurder.
"Dunno. It's frightened of heights, I guess."
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Re: Volcanoes

Postby Thorsten » Thu Feb 01, 2018 7:27 pm

For texturing the terrain itself, we have severe restrictions. We can *not* use non-repeating textures, we can *only* use the landclass information and elevation to assign features, not any other factor.

If you try to paint a lava stream onto the terrain under these conditions - no matter the technology - what's preventing it from repeating itself all over the place? Much of the slopes of Etna is not lava landclass, so we'd be painting lava halfway across Sicily.

The problem to be solved is *not* painting hot flowing lava - I know very well how to do that (and even animate it) - the problem is only getting the lava to the right location and only to the right location.
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Re: Volcanoes

Postby wlbragg » Thu Feb 01, 2018 11:12 pm

wlbragg wrote in Wed Jan 31, 2018 4:25 pm:So what exactly are you looking for in the design of the mesh? You want a thin layer of lava flow with "rounded lava fronts" at the downhill side of the mesh? How thick or thin do you want the lava mesh? Like the thickness of a 2 dimensional plane or 3 dimensional whereas there is a slight thickness?
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Re: Volcanoes

Postby Thorsten » Fri Feb 02, 2018 7:24 am

You want a thin layer of lava flow with "rounded lava fronts" at the downhill side of the mesh?


That'd probably be ideal. My actual idea was a 3d layer draped 10 cm on top of the terrain onto which we paint stuff based on the reasoning you wouldn't actually want to land there.... but it's fair to say I don't fully know what's needed before I've tried some.

There's all sorts of lava streams - the meter-high thick sluggish-moving kind, and the fast-running kind which is hardly elevated... The thing about Etna is that it has really spectacular flank eruptions where multiple fountains gush out and form lava streams (google etna flank eruption and see some videos...) - which would be cool to model, right now the lava activity is not really Etna-typical and more of a Stromboli type, only the ash plumes are okay.
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Re: Volcanoes

Postby legoboyvdlp » Fri Feb 02, 2018 3:29 pm

Thorsten wrote in Fri Feb 02, 2018 7:24 am:
You want a thin layer of lava flow with "rounded lava fronts" at the downhill side of the mesh?


That'd probably be ideal. My actual idea was a 3d layer draped 10 cm on top of the terrain onto which we paint stuff based on the reasoning you wouldn't actually want to land there.... but it's fair to say I don't fully know what's needed before I've tried some.


That's probably part of the whole point of a flight simulator - doing what you wouldn't in real life. I'm fairly sure some people will want to try landing on the lava, at least once. ;)
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Re: Volcanoes

Postby wlbragg » Fri Feb 02, 2018 6:53 pm

Do we have any tools that will convert visible scene mesh to ac model or btg file to ac model?

Or any other idea as to how to go about getting an .ac model of the scene mesh so as to have a reference model to drape a mesh over?
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Re: Volcanoes

Postby Gijs » Fri Feb 02, 2018 7:18 pm

Airports: EHAM, EHLE, KSFO
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