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Volumetric grass (was 3D textures and volumetric data)

An exciting "new" option in FlightGear, that includes reflections, lightmaps, the particle system etc.. A lot is yet to be discovered/implemented!

Re: Volumetric grass (was 3D textures and volumetric data)

Postby wlbragg » Fri Dec 10, 2021 2:02 am

You accurately described the volumetric grass. It is what your seeing. I've never heard of 3d rocks in flight gear. There is a rock shader for steep faces.
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Re: Volumetric grass (was 3D textures and volumetric data)

Postby TheEagle » Fri Dec 10, 2021 10:42 am

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Re: Volumetric grass (was 3D textures and volumetric data)

Postby wkitty42 » Fri Dec 10, 2021 12:46 pm

those don't look like 3D rock models to me... what do you get in iceland in similar flat ground areas like in that picture?
"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: Volumetric grass (was 3D textures and volumetric data)

Postby vnts » Fri Dec 10, 2021 1:38 pm

They are volumetric terrain overlays - https://wiki.flightgear.org/Category:Sc ... f_overlays

Activated when overlays are switched on in the rendering menu - in areas with regional definitions that have newer engine features turned on in XML files (Norway, Hawaii, Iceland, Mediterranean, and forest floor landclasses in the Europe definitions have a copy from Norway IIRC).
TheEagle wrote in Thu Dec 09, 2021 10:47 pm:Could it be that I have Terrain quality set to Medium ?

Yeah they need ultra as that level of detail involves some slowdown.

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Re: Volumetric grass (was 3D textures and volumetric data)

Postby TheEagle » Fri Dec 10, 2021 1:53 pm

Ahhhh … then that's why … I was always running on Medium because Low made photoscenery appear different, and I liked the Medium appearance more. Between Medium and the higher settings I never noticed any visual effect, but quite a performance effect :( Now I finally know what the Ultra settig is for … :mrgreen:
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Re: Volumetric grass (was 3D textures and volumetric data)

Postby vnts » Fri Dec 10, 2021 4:02 pm

TheEagle wrote in Fri Dec 10, 2021 1:53 pm:Between Medium and the higher settings I never noticed any visual effect, but quite a performance effect :( Now I finally know what the Ultra settig is for … :mrgreen:

WS30 shaders mostly only do low (sort of) at the moment - but code blocks are fed placeholder data so they crunch numbers so the performance hit can be profiled. Photoscenery on top of the WS3 mesh doesn't have landclass data available, so higher settings won't do too much even later.

WS2 shaders also also has a bunch of things turned off when photoscenery is active, it turns out - Nathaniel seems to have found performance problematic and switched off some of the features/textures.

To see what the settings do, see some of the regional definitions that use newer engine features in the high settings wiki category : https://wiki.flightgear.org/Category:Sc ... h_settings

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Re: Volumetric grass (was 3D textures and volumetric data)

Postby TheEagle » Fri Dec 10, 2021 4:22 pm

In my last post I was talking about what I get without WS3.0 (with 2.0) and without photoscenery.
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Re: Volumetric grass (was 3D textures and volumetric data)

Postby vnts » Sat Dec 11, 2021 9:36 am

TheEagle wrote in Fri Dec 10, 2021 4:22 pm:[..]with 2.0) and without photoscenery.

Depends on if the region you tested had regional definitions in XML files (link) that switched on recent engine features (link). See quick update > status of regional definitions, for areas with developed regional definitions : link.

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