#1
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no fog in outer space - trouble getting viz.fog to work
hey guys,
I programmed a starfield environment as action class. since the field size is limited I wanted to use viz.fog to smoothly fade in distant stars while moving through the field. however, the no matter what I do the fog is not appearing in the starfield. checked stuff like color of the fog, different densities, linear or exponential fog and even added a lighting. my alternative is using a modest gaussian blur postprocessing, but the fog would definitely be the better option... here is my code, first the starfield action class and then a little demo: Code:
import vizshape import viz import random import viztask class Starfield(viz.ActionClass): """ action class providing a starfield that can be used as optical flow stimulus """ def begin(self,object): """ constructor: places the stars randomly columns around a column center (black cube). columns are stored in a list """ self.data = self._actiondata_.data self.nStars = self.data[0] self.starSize = self.data[1] self.colDimXYZ = self.data[2] self.nColsXYZ = self.data[3] # internal parameters self.starsPerColumn = int(self.nStars / (self.nColsXYZ[0] * self.nColsXYZ[1] * self.nColsXYZ[2])) self.xDeltaMax = self.colDimXYZ[0] * self.nColsXYZ[0] / 2 self.yDeltaMax = self.colDimXYZ[1] * self.nColsXYZ[1] / 2 self.zDeltaMax = self.colDimXYZ[2] * self.nColsXYZ[2] / 2 self.countStart = 0 self.time = 0 # create a master star protoStar = viz.addTexQuad(size = self.starSize) protoStar.setPosition([0,1,1]) diff = viz.add('star.png') norm = viz.add('normal1.tif') protoStar.texture(diff,'',1) protoStar.bumpmap(norm,'',0) protoStar.billboard(mode=viz.BILLBOARD_VIEW) # list with all stars self.columns = [] for idx_x in range(self.nColsXYZ[0]): for idx_y in range(self.nColsXYZ[1]): for idx_z in range(self.nColsXYZ[2]): # create center node as parent for all stars in that column columnCenter = vizshape.addCube(size = 0.001) columnCenter.color(viz.BLACK) columnCenter.setPosition([idx_x * self.colDimXYZ[0], idx_y * self.colDimXYZ[1], idx_z * self.colDimXYZ[2]]) self.columns.append(columnCenter) # randomly create stars within the limits of one column for y in range(self.starsPerColumn): # positioning x = self.colDimXYZ[0] * (random.random() - 0.5) y = self.colDimXYZ[1] * (random.random() - 0.5) z = self.colDimXYZ[2] * (random.random() - 0.5) star = protoStar.clone(columnCenter) star.setPosition([x,y,z], mode = viz.ABS_PARENT) star.billboard(mode=viz.BILLBOARD_VIEW) protoStar.remove() def update(self,elapsed,object): """ checks every frame if a column center exceeded the volume if yes, it reenters the volume on the oppsite side (like in snake) """ # get position of the avatar (center of the field) [aX, aY, aZ] = object.getPosition(mode = viz.ABS_GLOBAL) # for every star: check if within limits of field, if not, reposition using respawn function for column in self.columns[self.countStart::4]: # get position of the star pos = column.getPosition(mode = viz.ABS_GLOBAL) # check every coordinate x = pos[0] if abs(pos[0] - aX) <= self.xDeltaMax else self.respawn(aX, pos[0], self.xDeltaMax) y = pos[1] if abs(pos[1] - aY) <= self.yDeltaMax else self.respawn(aY, pos[1], self.yDeltaMax) z = pos[2] if abs(pos[2] - aZ) <= self.zDeltaMax else self.respawn(aZ, pos[2], self.zDeltaMax) self.time = elapsed + self.time # eventually reposition column.setPosition([x,y,z], mode = viz.ABS_GLOBAL) self.countStart = (self.countStart + 1) % 4 if self.time >= 200.00 and self.time <= 200.1: object.setPosition([0,0,0], viz.ABS_GLOBAL) def end(self,object): print 'starfield ended' def respawn(self, cAvatar, cPoint, deltaMax): """ if point exceeded displayed field, this calculates the reentry coordinates """ # transform into coordinate system with avatar as (0,0) delta = cPoint - cAvatar # how far the point exceeded the limit rest = abs(delta) % deltaMax # check on which side side = -1 if cPoint < cAvatar else 1 # calculate new coordinates in global sys after entering on the other side new = cAvatar - side * (deltaMax - rest) return new def addStarfield(nStars = 10000, starSize = 0.18, colDimXYZ = [5, 30, 5], nColsXYZ = [20, 1, 20], blur = True): """ creates a starfield around the object it is assigned to as action object is center and the cuboid has the edge lenghts dimX, dimY and dimZ every frame every star is checked if it exceeds the cuboid, if yes it reenters the cuboid on the other side (like playing good old snkae) """ if blur: import vizfx.postprocess from vizfx.postprocess.blur import GaussianBlurEffect effect = GaussianBlurEffect(blurRadius = 10, blurScale = 0.001, downsample = 0.7) vizfx.postprocess.addEffect(effect) bla = viz.ActionData() bla.data = [nStars, starSize, colDimXYZ, nColsXYZ] bla.actionclass = Starfield return bla Code:
import iStarfield import viz # create an invisible avatar (needed to add the starfield action to it) avatar = viz.add('wheelbarrow.ive') avatar.visible(viz.OFF) # add the main view to it viz.link(viz.MainView, avatar) # add starfield action to it's OWN ACTION POOL avatar.addAction(iStarfield.addStarfield(nStars = 10000, starSize = 0.18, colDimXYZ = [5, 30, 5], nColsXYZ = [20, 1, 20], blur = False ), pool = 1) viz.go() # adding the fog viz.fog(0.9) viz.fogcolor(0.5,0.5,0.5) |
#2
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What if you set the background color to the fog color, does that work the way you want?
Code:
viz.clearcolor(0.5,0.5,0.5) |
#3
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well, good news is that it does something, namely indeed adjusting the background colour. however I still get absolutely no fog, respawning stars just pop up instead of fading in.
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#4
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Can you attach both the textures you're using? I tested with just a diffuse texture on the star and it faded in and out.
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#5
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sure, here are the textures
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#6
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so I played around a little more and it turned out that when I leave out the bumpmap the fog works perfectly fine! no clue why a problem arises when the bumpmap is included, but it doesn't look to bad without it, so I'll just keep it that way. thank's for the help Jeff, your comment led me on the right way!
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