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Next-generation scenery generating?

Questions and discussion about enhancing and populating the FlightGear world.

Re: Next-generation scenery generating?

Postby Lydiot » Wed Apr 05, 2017 3:38 pm

Ok, well, if there is a need and a way to divide the workload I could possibly help. I don't have a server cluster, but the upcoming computer would be a high-performance one.

I'll revisit the issue if/when I get an upgrade.
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Re: Next-generation scenery generating?

Postby wkitty42 » Wed Apr 05, 2017 8:57 pm

I believe running a world scenery update is a month-long affair on a high-performance computer (cluster?).


what is the definition of ""high-performance computer""?? is a 4Ghz 8-core AMD CPU on a GIGABYTE GA-990FXA-UD3 AM3+ motherboard classed as such? if so, they can be had for around $500US as parts for you to assemble... that's with 1TB HD, 16GB RAM, and an inexpensive NVIDIA card in the >$100US range... make sure you have or get a good power supply (600 watts or better)... a new case would be nice but it you have an existing one, they work well...
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Re: Next-generation scenery generating?

Postby adrian » Sun May 07, 2017 12:47 am

I think psadro_gm is right. The splat plugin is starting to look good. Here is a quick experiment I made with it using fractal terrain: https://www.youtube.com/watch?v=YVPSOtQlWA0
Of course, it still needs a lot of work. Shaders are all wrong, texture scaling and lighting is completely off, no proper "Thorsten effects" to speak of, fractal octave needs tweeking and slope detection is not working well and will probably require a hefty patch to get it working correctly. Nevertheless, it show promise.
The good news is that fractal roughness can be defined per landclass, so you can control terrain smoothness.
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Re: Next-generation scenery generating?

Postby abassign » Sun May 07, 2017 6:30 am

adrian wrote in Sun May 07, 2017 12:47 am:I think psadro_gm is right. The splat plugin is starting to look good. Here is a quick experiment I made with it using fractal terrain: https://www.youtube.com/watch?v=YVPSOtQlWA0


Look this link, this is an opensource solution : https://sourceforge.net/projects/fracplanet/
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Re: Next-generation scenery generating?

Postby adrian » Sun May 07, 2017 4:42 pm

Corine raster test: https://www.youtube.com/watch?v=r2QIx9oVDLQ
Fractal texture shading still needs work.
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Re: Next-generation scenery generating?

Postby D-ECHO » Sun May 07, 2017 4:57 pm

Adrian, I don't know how far this can be applied to FG, but as is it looks incredebly stunning!!
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Re: Next-generation scenery generating?

Postby PINTO » Tue May 09, 2017 2:36 am

That looks quite good!
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Re: Next-generation scenery generating?

Postby erik » Tue May 09, 2017 10:54 am

I like where this is going. I like it a lot.

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Re: Next-generation scenery generating?

Postby adrian » Tue May 09, 2017 9:50 pm

Osgearth allows some interesting effects like fractal mesh refinement. Hopefully this might convince more people to look into it's integration.
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Re: Next-generation scenery generating?

Postby Thorsten » Wed May 10, 2017 5:28 am

Osgearth allows some interesting effects like fractal mesh refinement


In my view a procedural heightmap is the better tool to get this kind of thing.
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Re: Next-generation scenery generating?

Postby MMW » Mon May 29, 2017 2:50 pm

Osgearth looks beautiful
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Re: Next-generation scenery generating?

Postby Hooray » Tue Jun 20, 2017 7:17 pm

Referrign to the earlier comments regarding TerraGear being CPU-bound - I cannot comment on recent TG versions (psadro_gm or pappilon would be in a much better position to do so), but originally TerraGear was heavily I/O bound, and not particularly CPU bound. Obviously that may have changed "recently" (whatever that means in TG development ...)

Thus, the whole "super-computing" reference may be a red herring - because that's what was originally used to actually run TG, mainly because of the I/O it could handle and the amount of RAM available, which is to say that the more RAM you have the less swapping you need to do.

But again, psadro_gm would be in a better position to tell you what is going noaways.
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Re: Next-generation scenery generating?

Postby D-ECHO » Mon Jun 10, 2019 10:20 am

Hey :)
Just wanted to ask whether this project is still going on or whether it has stalled and if there is anything I can do to help?
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Re: Next-generation scenery generating?

Postby Michat » Mon Jun 10, 2019 1:09 pm

Hello, as far as I know the last running ¡ntegration was for 3.2 ( old nomenclature ), since then, I don't know the reason there weren't anymore. User is poweroftwo, the initial repo was moved into gitlab 5 years ago.https://gitlab.com/poweroftwo/fgmeta-osgearth. Also there is a repo on github by user gwaldron https://github.com/gwaldron/osgearth/tree/3.0 that seems to be active, which is kind a surprise, so maybe you can contact him for contributions.

Thanks and 29.92
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Re: Next-generation scenery generating?

Postby helijah » Sun Sep 22, 2019 6:48 am

Hello, indeed I don't know why the ego of some developers doesn't allow this project to officially see the light of day.
However, with the arrival of FS 2020, the improvements of X-Plane 11 and even Aerofly FS2, the photo-textured floors are no longer an option, but simply an obligation. It is no longer a question of asking the question but of doing.

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