Just wondering, is there anything to be gained by switching to HSV or similar space, setting hue for uncovered areas to be the same as the underlying terrain texture+any blending operations to SV, then switching back to RGB. The idea would be to preserve the saturation/intensity (high frequency) detail present in the urban texture, while helping blend in to the terrain.
I attempted to see if this makes a difference on the latest nightly, using quickly googled conversion code
here, but nightly build for Windows appears to have issues. I'm not sure if this would help, or if there's a less performance intensive conversion.
Mapping hue intervals specified in regional defintions, might allow seasonal change or crop type change without losing detail.
erik wrote in Sun Aug 07, 2016 10:27 pm:I'm not sure yet. I do like the blending of the background color into the texture but the buildings themselves also get very dull.
In other words, the issue is usually urban objects would be expected to contrast with surrounding strongly? It depends what is it exactly that is visible on urban texture photos..
What is the albedo of urban roofs, roads and especially cars compared to surroundings? The dynamic range between urban and surroundings may be much too high, and HDR photos or processing by the artists may be responsible for contrast being visible in photos. Keeping the original texture intensity during blending working in HSV space may help (it may also be possible to do some HDR compensation, or even BDRF differences, now that surfaces can be separated). Just a thought.
Kind regards,
vnts