Board index FlightGear Development Spaceflight

Earthview - an orbital terrain rendering engine [v2.0]

Discussion about development and usage of spacecraft

Re: Earthview - an orbital terrain rendering engine [v2.0]

Postby Thorsten » Wed Jan 22, 2020 6:13 pm

You actually should be looking at this

No only normal mapping:

Image

Including heightmap

Image

(less haze over the mountains, parallax mapping aka mountains in front tend to obscure what's behind (a bit...)
Thorsten
 
Posts: 11448
Joined: Mon Nov 02, 2009 8:33 am

Re: Earthview - an orbital terrain rendering engine [v2.0]

Postby eatdirt » Wed Jan 22, 2020 7:57 pm

Wow, never spotted the haze affected by altitude before, that's impressive!!
eatdirt
 
Posts: 487
Joined: Wed Aug 15, 2018 2:06 pm

Re: Earthview - an orbital terrain rendering engine [v2.0]

Postby legoboyvdlp » Wed Jan 22, 2020 9:31 pm

Both sets of screenshots are absolutely fantastic :shock:
User avatar
legoboyvdlp
 
Posts: 7397
Joined: Sat Jul 26, 2014 1:28 am
Callsign: YV-LEGO
Version: next
OS: Windows 10 HP

Re: Earthview - an orbital terrain rendering engine [v2.0]

Postby Thorsten » Thu Jan 23, 2020 6:04 am

Well, given that I won't go to space for real and this is as close as I'll get, I invested quite some work to make it look as good as possible...
Thorsten
 
Posts: 11448
Joined: Mon Nov 02, 2009 8:33 am

Re: Earthview - an orbital terrain rendering engine [v2.0]

Postby GinGin » Thu Jan 23, 2020 6:50 pm

Nice shots.

@EatDirt: you were saying that with highest resolution textures, Height is not present like on your first screen ?
GinGin
 
Posts: 910
Joined: Wed Jul 05, 2017 10:41 am
Location: Paris
Callsign: Gingin

Re: Earthview - an orbital terrain rendering engine [v2.0]

Postby eatdirt » Thu Jan 23, 2020 11:07 pm

@Gingin, the story is a bit of a mess as there are a few generations of maps around.

Let's say that you can first check that in the files normalmap_earth_*.png you have an alpha channel. If you don't have one, then, they the normalmaps work for the lighting, but you're missing the parallax and the haze effects Thorsten showed. If you have an alpha channel which is 0 everywhere, instead of encoding the height as it should, then, most likely, the normalmaps are essentially useless (that was my case.)

Things should be fixed soon.
Cheers.
eatdirt
 
Posts: 487
Joined: Wed Aug 15, 2018 2:06 pm

Re: Earthview - an orbital terrain rendering engine [v2.0]

Postby eatdirt » Sat Jan 25, 2020 9:04 pm

Hi there,
we've fix the script with Chris, that you can find there:
https://github.com/chris-blues/Nasa2FGearthview

I am playing with the 16K textures and the UFO, that's just beautiful, well, more, that is quasi perfect even when flying super low. I am gonna make a movie at some point, but I've got another question about that picture:

Image

It is only earth texture 16K, nothing else added, no normalmap, no overlay. But if you look carefully, it seems that there is some big pixels in the intermediate regions between land and ocean, it is like blocking!? It is not clear to me if that effect comes from the NASA world textures, or something else in the picture generation script that could be improved? (same effects with 8K, so that's not oversampling).
I can see this part of the picture in the input worlds_*.png files, but it does not seem to look pixelated like this, everything is more or less smooth like the land (I've removed any filtering in the viewing soft to check). Maybe Thorsten you've an idea what's going on here? Could I improve it by smoothing things in the world textures?

Thanks!
Cheers,
Chris.
eatdirt
 
Posts: 487
Joined: Wed Aug 15, 2018 2:06 pm

Re: Earthview - an orbital terrain rendering engine [v2.0]

Postby GinGin » Sun Jan 26, 2020 11:29 am

Great work
GinGin
 
Posts: 910
Joined: Wed Jul 05, 2017 10:41 am
Location: Paris
Callsign: Gingin

Re: Earthview - an orbital terrain rendering engine [v2.0]

Postby chris_blues » Sun Jan 26, 2020 12:05 pm

This looks more like some other texture interfering. Maybe some clouds or heightmap? Or maybe some filter. I seem to remember there were filters to make the citylights seem more detailed.
Don't hesitate to let me know if I'm incorrect or just annoying! As long as you do it gently! :)
Debian testing 64bit - Athlon II 2x2.6GHz - 8GB RAM - GeForce GTS 450
Citation II
User avatar
chris_blues
 
Posts: 1570
Joined: Mon May 03, 2010 1:30 pm
Location: claws of real life
Callsign: chris_blues
Version: GIT
OS: Debian 8 64

Re: Earthview - an orbital terrain rendering engine [v2.0]

Postby Thorsten » Sun Jan 26, 2020 3:20 pm

it seems that there is some big pixels in the intermediate regions between land and ocean, it is like blocking!


I guess they're chiefly in the reflection? Reflection is color-based, but it doesn't generate any coarse pixels, so they must be (although with near-identical color) in the original texture.
Thorsten
 
Posts: 11448
Joined: Mon Nov 02, 2009 8:33 am

Re: Earthview - an orbital terrain rendering engine [v2.0]

Postby eatdirt » Sun Jan 26, 2020 3:47 pm

@Chris, possibly, I am trying to check if textures obtained by removing the land_ocean_ice map are free of this effect.

But I guess they become very visible when the sun reflects on them here:

Code: Select all
oceanness = smoothstep(0.0, 0.1,length(texel.rgb - vec3 (0.007,0.019, 0.078)));


their texel.rgb being fluctuating quite close to the ocean's color, the specular enhancement is also changing from one pixel to the other. So we could try to smooth these parts of the picture in color space, or set some threshold here, or add noise to create some smaller variations? Thorsten would know I guess.
eatdirt
 
Posts: 487
Joined: Wed Aug 15, 2018 2:06 pm

Re: Earthview - an orbital terrain rendering engine [v2.0]

Postby eatdirt » Sun Jan 26, 2020 4:03 pm

@Thorsten, yes, sorry I missed you answer, yes you're completely right!
@Chris, test just made, even without land_ocean_ice, it is here. Moreover, we are essentially in the blue, and 8bits per color is really not too much!
eatdirt
 
Posts: 487
Joined: Wed Aug 15, 2018 2:06 pm

Re: Earthview - an orbital terrain rendering engine [v2.0]

Postby chris_blues » Sun Jan 26, 2020 4:34 pm

Indeed, the pixels in the water range from #00000c up to #020514 ( #rrggbb ). So that's probably just the sattelite imagery that captured different shades of blue. And where the water gets deeper, it's more likely to get an uniform blue...

Not sure, if there's anything I can do about it...
Don't hesitate to let me know if I'm incorrect or just annoying! As long as you do it gently! :)
Debian testing 64bit - Athlon II 2x2.6GHz - 8GB RAM - GeForce GTS 450
Citation II
User avatar
chris_blues
 
Posts: 1570
Joined: Mon May 03, 2010 1:30 pm
Location: claws of real life
Callsign: chris_blues
Version: GIT
OS: Debian 8 64

Re: Earthview - an orbital terrain rendering engine [v2.0]

Postby eatdirt » Sun Jan 26, 2020 6:51 pm

Not sure, if there's anything I can do about it...


Yes, I don't think that's easily removable indeed. I played a bit with the smoothstep of oceaness in the code, clamping outside [0.05, 0.10], or [0.05, 0.15], helps a bit, but I don't know if that will be destroying other things.
eatdirt
 
Posts: 487
Joined: Wed Aug 15, 2018 2:06 pm

Re: Earthview - an orbital terrain rendering engine [v2.0]

Postby Thorsten » Sun Jan 26, 2020 8:03 pm

Not sure, if there's anything I can do about it.


Obviously you could manually repaint to the same blue hue (or automatically, though I don't know how that works). :D
Thorsten
 
Posts: 11448
Joined: Mon Nov 02, 2009 8:33 am

PreviousNext

Return to Spaceflight

Who is online

Users browsing this forum: No registered users and 3 guests