Delta5142 wrote in Tue Nov 16, 2021 2:44 am:Wow, that is an outstanding representation. I would also like to know the details about the composition of that shot.
Ditto
The aircraft is rendered with the HDR pipeline Icecold is working on - (it's extremely WiP so don't take it remotely as representative of the final quality of the pipeline). The shiny blur extending beyond the aircraft models means it's definitely the new pipeline.
The reason the aircraft lighting looks like a photo is the light from the environment + plus shiny surface. The experimental pipeline either already has (or will have) some image based lighting that automatically makes an environment map
. Similar effects can be achieved on the LTS with environment maps, and maybe some ambient occlusion maps for the exteriors to get an even softer look. Edit:it's one of HHS's craft, and the last commit is 4 years old
https://github.com/HHS81/do328/commits/master , so it's probably environment maps (reflection maps) and setting material properties nicely including noise to break up the smooth reflection. Helijah also did a bunch of map and materials updates so some of his craft probably look similar.
See
https://wiki.flightgear.org/FlightGear_ ... R_pipeline for more info and how to turn it on.
The scenery is WS3 with the 25m UK / EGPH scenery StuartB released a month or two ago - WS3 scenery generation is advanced, and people interested in scnenery generation can start experimenting/learning with scenery in their area, or porting existing work on shapefiles into the WS3 format for the eventual WS3 world-build - see
https://wiki.flightgear.org/FlightGear_ ... 3.0_Update .
The rendering part of WS3 is still being implemented (i.e. a rapidly changing construction site) , and it's missing the integration into the regional definitions system, 5 textures, and 3 coordinate systems to actually drive the higher quality shaders.
What you're seeing is the bare minimum low quality shaders - maybe directly comparable with low in the ALS low quality shaders LTS. These just put 1 texture at each point in a mesh, like a blender starting tutorial, with some haze on top. It's not what WS3 looks like at higher settings when complete. There are issues with WS3 like detiled textures suddenly changing with different LoD tiles (WS3 has a LoD system) as the coordinate system is placeholder. The rendering is not quite at the place where it should be flown for enjoyment due to issues like that, but it's close to being fixed.
For people playing around with WS3 set "enable_large_scale_transition_search = 1" and save in data/Shaders/ws30-ALS-landclass-search-functions.frag. It's possible to do this while windowed in sim - just hit the debug menu > configure development extension > reload shaders . WS3 combines raster techniques with landclasses - so it's sort of a combination of the best of WS2's vector scenery with the raster approaches of photoscenery - so the edge cases like transitions in non-adjusted WS2 are fixed.
WS2 looks like this at EGPH
- WS3 will look even better when finished:
Kind regards