frtps wrote in Sun Jun 30, 2019 9:45 am:However, this coordinate starts fresh from each rectangle that makes up the river so you wouldn't overlay a texture image like I have done with the cliffs because the starting point would change and not match up smoothly
I was just wondering about a coordinate across the river instead of along it. To let next gen scenery methods run: shallows, banks, waves (??).
frtps wrote in Sun Jun 30, 2019 9:45 am:OSM beach data is just polygons, that are textured based on global latitude and longitude, e.g. ocean-side is not known at texturing time.
I guess checking elevation data for differences is too small to be reliable, or not possible.
frtps wrote in Sun Jun 30, 2019 9:45 am:Yes, I had heard that the blueness is from the eucalyptus. I'll have to get into the effects to see if the colour of the haze is configurable.
Just mentioned it because of discussion on colour & interesting phenomenon. Assumed regional haze definitions wasn't currently doable..
If shaders supported low haze colour already (?) they need to be told by uniforms (or vertex attribute data). Some blue haze have to apply, and smoothly transition, to adjacent unforested terrain, islands of different terrain like rock, and objects like roads or buildings (?). That may be difficult through the regional effects system for terrain only. If haze colour is possible at all, it may only work via landclass sampling by the weather system. Not sure..
(I have only heard about the cause of blueness: secreted oil combining with dust, and water vapour somehow. Searching, google appears to think the strong blueness with certain tree species is strongly contributed to aerosols formed by released hydrocabon oils (terpenes) which are compounds of isoprene
1 2,
3. Areas that contain isoprene emitters aren't only restricted to Eucalyptus forests it seems. Oaks, ferns, mosses & poplars also emit lots of isoprenes. Isoprenes are 1/3 of total hydrocarbons released. Amount is as high as Methane. The Blue Ridge Mountains
3 have isoprene emitters (Oaks), and blue haze caused by forests occurs elsewhere too in France, Italy etc. e.g.
4. Unexpected

)
frtps wrote in Sun Jun 30, 2019 9:45 am:The bush seems too gray and the cliffs are washed out compared to the source texture (and real life).
Bush there is light ground and darker vegetation layers of different shades: Google maps
1. Low res photos can mean colours of new & old leaves, different species leaves, ground colour, trunk colours, bush/plant/grass colours, get mixed. AIUI Sensors on satellites and whatever, use bands that are optimised for commonly interesting information, not perceptually correct colour reproduction. There is a lot of post processing, so other aerial sources may give better hints. AIUI procedural texture mixing & noise texturing can add detail at different scales
1,
2. Small plants & detail on cliffs too.
frtps wrote in Sun Jun 30, 2019 9:45 am:The fun thing is that when a river goes over a cliff there is a single rectangle from top to bottom, so it could be textured as a waterfall using simple shader tricks if a river shader checks the normal to the rectangle (ok for the pedants the normal to the triangle). As a stretch project, the weather generating routines could detect large waterfalls and provide some local mist for rain drops and rainbows. And unicorns too please
Maybe (?) it can be done with existing tech? A small attachment landclass area can allow a 3d waterfall particle emitter to be automatically placed by default? Texture coords & vertex attributes etc. would have to provide orientation, height, guess at flow velocity, cross-section. Don't know about mist, rainbows. Existing waterfall particles may also do mist(?). Weather tech may be able to do rainbows if a rain (droplet) volume is defined when detecting a waterfall attachment landclass.
Not sure, Thorsten or someone familiar with FG systems may be able to tell
Unicorns just might be much easier

A random scenery object. IIRC there was a horse model
frtps wrote in Sun Jun 30, 2019 9:45 am:This is sort of off topic but the other experiment I thought of trying is defining a "road verge" and "river bank" landcover type.
That seems it would help transitions for river / streams which catch the eye a lot. Would allow denser/greener vegetation near water, or random water-side objects. Road verges can get objects, vegetation sound barriers, tire marks in mud etc. Verges may be useful for beaches too if the seaside was knowable somehow.
Kind regards