Board index FlightGear Development Effects and shaders

The Compositor

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

Re: The Compositor

Postby wlbragg » Fri May 15, 2020 7:31 pm

Other than cube map capability, what is the differences between model-interior and model-combined or model-default?
Are we loosing other effects by not using model-interior?
Kansas(2-27-15)/Ohio/Midwest scenery development.
KEQA (2-27-15), 3AU, KRCP Airport Layout
Intel i5 3570K AMDRX480
User avatar
wlbragg
 
Posts: 5607
Joined: Sat Aug 25, 2012 11:31 pm
Location: Kansas (Tornado Alley), USA
Callsign: WC2020
Version: next
OS: Win10/Linux/AMDRX480

Re: The Compositor

Postby legoboyvdlp » Fri May 15, 2020 7:36 pm

Model-interior has irradiance which is the main feature that I use; however, there are other things like implicit lightmaps.

I think model-combined etc are really for outside. You might start getting rain effects inside if you aren't careful!
User avatar
legoboyvdlp
 
Posts: 7675
Joined: Sat Jul 26, 2014 1:28 am
Location: Northern Ireland
Callsign: G-LEGO
Version: next
OS: Windows 10 HP

Re: The Compositor

Postby wlbragg » Fri May 15, 2020 7:47 pm

I think model-combined etc are really for outside.

Well that's not good!
So what is the ultimate goal here for the interior effects and true shadow mapping? If we want true shadow mapping, don't we want it available under model-interior?
I'd say your "feature request" is more out of necessity rather than a feature!

I think we loose ALS flashlight as well.
Kansas(2-27-15)/Ohio/Midwest scenery development.
KEQA (2-27-15), 3AU, KRCP Airport Layout
Intel i5 3570K AMDRX480
User avatar
wlbragg
 
Posts: 5607
Joined: Sat Aug 25, 2012 11:31 pm
Location: Kansas (Tornado Alley), USA
Callsign: WC2020
Version: next
OS: Win10/Linux/AMDRX480

Re: The Compositor

Postby sidi762 » Sat May 16, 2020 12:54 am

wlbragg wrote in Fri May 15, 2020 4:19 pm:
compositor lights won't illuminate the terrain.

I'm not sure exactly what you mean by "compositor lights", but the ALS landing lights work under compositor without any hacking.
Image

legoboyvdlp suggested to be able to use true shadow mapping even when using model-interior via a parameter,

@legoboyvdlp, can you elaborate if this is true? What parameter?


I mean the Compositor clustered forward rendering light... And the ALS landing lights also won't illuminate terrain so I'm looking forward for the compositor light to support that
sidi762
 
Posts: 189
Joined: Sat Jun 18, 2016 8:15 am
Location: Beijing, China
Callsign: DAG0762
Version: 2018.3.4
OS: MacOS Mojave

Re: The Compositor

Postby wlbragg » Sat May 16, 2020 1:11 am

And the ALS landing lights also won't illuminate terrain

Are you talking about specific ground covers? The picture I posted is ALS landing light in a compositor build. The interior view landing light is visible on most ground covers. The exterior is only visible on runways.
Kansas(2-27-15)/Ohio/Midwest scenery development.
KEQA (2-27-15), 3AU, KRCP Airport Layout
Intel i5 3570K AMDRX480
User avatar
wlbragg
 
Posts: 5607
Joined: Sat Aug 25, 2012 11:31 pm
Location: Kansas (Tornado Alley), USA
Callsign: WC2020
Version: next
OS: Win10/Linux/AMDRX480

Re: The Compositor

Postby sidi762 » Sat May 16, 2020 5:38 am

wlbragg wrote in Sat May 16, 2020 1:11 am:
And the ALS landing lights also won't illuminate terrain

Are you talking about specific ground covers? The picture I posted is ALS landing light in a compositor build. The interior view landing light is visible on most ground covers. The exterior is only visible on runways.


Yes I'm talking about all ground covers other than runways and taxiways. Sorry if any confusion has been made.
sidi762
 
Posts: 189
Joined: Sat Jun 18, 2016 8:15 am
Location: Beijing, China
Callsign: DAG0762
Version: 2018.3.4
OS: MacOS Mojave

Re: The Compositor

Postby wlbragg » Sat May 16, 2020 6:40 am

AirCrane compositor test in multi-player. I was curious how it looked and also how much of the AirCrane was setup for MP.

Kansas(2-27-15)/Ohio/Midwest scenery development.
KEQA (2-27-15), 3AU, KRCP Airport Layout
Intel i5 3570K AMDRX480
User avatar
wlbragg
 
Posts: 5607
Joined: Sat Aug 25, 2012 11:31 pm
Location: Kansas (Tornado Alley), USA
Callsign: WC2020
Version: next
OS: Win10/Linux/AMDRX480

Re: The Compositor

Postby xcvb » Sat May 16, 2020 9:03 am

The compositor is really cool, but there is a problem with the Z-buffer for the smoke effect:

Image

The smoke is behind the terrain. Does anyone know how to solve this?
xcvb
 
Posts: 116
Joined: Sat Mar 14, 2015 2:08 pm
Version: GIT
OS: Linux

Re: The Compositor

Postby Icecode GL » Sat May 16, 2020 12:24 pm

I think we loose ALS flashlight as well.


ALS secondary lights (flashlight, landing lights etc.) will be discontinued after clustered shading is finished.

The compositor is really cool, but there is a problem with the Z-buffer for the smoke effect:


The particle system doesn't allow for custom Effects, so until that's fixed everything relying on the particle system won't work as expected.
Icecode GL
 
Posts: 617
Joined: Thu Aug 12, 2010 12:17 pm
Location: Spain
Callsign: icecode
Version: GIT
OS: Arch Linux

Re: The Compositor

Postby wlbragg » Sat May 16, 2020 5:11 pm

all the line data, roads and streams are white.

I finally got my laptop Linux (Nvidia) up and running, actually pretty fast. It's using an SSD and I think it's an i5, also the after market Nvidia addition.

The white roads are not white under the Nvidia, you don't want to know what it all looks like under Intel. Only the AMD is messed up (line roads). The stream (line) data is correct on both cards. I think my first report was sun angle driven for the water being white and it must have been reflection.

ALS secondary lights (flashlight, landing lights etc.) will be discontinued after clustered shading is finished.

OK, thanks.
Kansas(2-27-15)/Ohio/Midwest scenery development.
KEQA (2-27-15), 3AU, KRCP Airport Layout
Intel i5 3570K AMDRX480
User avatar
wlbragg
 
Posts: 5607
Joined: Sat Aug 25, 2012 11:31 pm
Location: Kansas (Tornado Alley), USA
Callsign: WC2020
Version: next
OS: Win10/Linux/AMDRX480

Re: The Compositor

Postby Thorsten » Sat May 16, 2020 7:07 pm

ALS secondary lights (flashlight, landing lights etc.) will be discontinued after clustered shading is finished.


I'm actually in favour of leaving it in - it's cheap to have and allows planes which have it to just continue to work. I'd just discontinue the lightspots on the runway.
Thorsten
 
Posts: 11649
Joined: Mon Nov 02, 2009 8:33 am

Re: The Compositor

Postby Icecode GL » Sat May 16, 2020 7:23 pm

Discontinued doesn't mean removed, it means I'm personally not going to support it any longer. If it works by default, great, if not, they will stay that way unless someone (you?) fixes them. Aircraft devs who are implementing lights for the 1st time are also encouraged to use the new/better method.
Icecode GL
 
Posts: 617
Joined: Thu Aug 12, 2010 12:17 pm
Location: Spain
Callsign: icecode
Version: GIT
OS: Arch Linux

Re: The Compositor

Postby legoboyvdlp » Sat May 16, 2020 7:35 pm

On a related topic will aircraft geometry block point lights?

I don't think a spotlight is appropriate for the A320 navigation or strobe lights as they are points - they just are blocked by the wing structure. Its not a high intensity spotlight, like the logo and wing lights are.

Perhaps I can make the spotlight look correct - if it works like a directional point light then it should work absolutely fine.
User avatar
legoboyvdlp
 
Posts: 7675
Joined: Sat Jul 26, 2014 1:28 am
Location: Northern Ireland
Callsign: G-LEGO
Version: next
OS: Windows 10 HP

Re: The Compositor

Postby Icecode GL » Sat May 16, 2020 7:42 pm

Geometry blocking point lights would mean having shadows for point lights, which won't probably happen as the performance cost completely invalidates any amount of work put into implementing such feature.

However, the lights will only illuminate surfaces with normals (mostly) pointing to the light, so if you play around with the light position you should be able to get no illumination on the wing itself. In my opinion you should play around with a point light first as that's the one that suits the definition of a navigation/strobe light best. Of course if that fails you can do as you proposed - spotlights allow an angle of up to 180 degrees, so it should do the trick (although you won't get any lighting on surfaces on top of the lights).
Icecode GL
 
Posts: 617
Joined: Thu Aug 12, 2010 12:17 pm
Location: Spain
Callsign: icecode
Version: GIT
OS: Arch Linux

Re: The Compositor

Postby legoboyvdlp » Sat May 16, 2020 8:04 pm

Thanks! :)
User avatar
legoboyvdlp
 
Posts: 7675
Joined: Sat Jul 26, 2014 1:28 am
Location: Northern Ireland
Callsign: G-LEGO
Version: next
OS: Windows 10 HP

PreviousNext

Return to Effects and shaders

Who is online

Users browsing this forum: No registered users and 1 guest