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  #1  
Old 09-06-2006, 08:09 PM
farshizzo farshizzo is offline
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Join Date: Mar 2003
Posts: 2,849
Hi,

Sorry about that. Replace the the code in the shader file with the following:
Code:
uniform sampler2D BaseTexture;
uniform sampler2D DetailTexture;

void main (void)
{
	vec4 detailColor = texture2D(DetailTexture, gl_TexCoord[1].xy);
	gl_FragColor  = (texture2D(BaseTexture, gl_TexCoord[0].xy) * detailColor.r) * 2.0;
}
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  #2  
Old 09-06-2006, 08:59 PM
k_iwan k_iwan is offline
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Join Date: May 2006
Posts: 115
Talking Excellent!!!!!! Thank you!

Hi,

It works! Have a look at the screenshots attached. The fog is completely gone?!? and the terrain is somehow very-brightly lit!! (perhaps this is caused by uniform intensity command?)In which actually looks nice, I could turn down the spot light color a bit to get the brownish feeling on the planet.

I like the result! heaps better than normal blending. Thank you!

From high elevation the terrain looks bit funny with tiled detail texture (oh well). From right above the ground... the terrain looks amazing!! What do you think?

Regards,
Iwan
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  #3  
Old 09-07-2006, 11:01 AM
farshizzo farshizzo is offline
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Posts: 2,849
Hi,

I agree, the close-up shot looks really cool! But the tiling is noticeable from far away. The second example you posted would fix the tiling problem, but it might be harder to create the textures for it.

The fog is gone because you are using a shader. You will have to implement the fog in the shader. Let me know if you need help with this.

The terrain is bright because of the scale applied. In the shader try changing the scale parameter from 2.0 to 1.0. If you end up doing this, then you don't even need the shader anymore, plus the fog will work again.

Either way, I just added the ability to set all the texture combine properties from within Vizard. This should be available in the next release.
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  #4  
Old 09-07-2006, 07:07 PM
k_iwan k_iwan is offline
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Join Date: May 2006
Posts: 115
Red face Fog......

Hi,

I would definitely need your expertise in this matter, since you solved the shader problem within a couple of minutes while it would probably take me 2 months alone on it.

Fog shader would be great, what about fractal animated layered fogs? would this be too much asking for next release???

...perhaps something like;
fog1 = viz.add(viz.fogshader, 'someFractalImage.png') #finite fog shader
fog1.size(10,1,10) #fog plane 100 unit square
fog1.transform(0,2,0) #putting the fog plane 2 unit up
fog1.animate(1,0,0, 4) #animating the fog 4 unit/sec in x direction
fog1.intensity(1.5)
fog1.amplitude(1.5) # strength of someFractalImageImage.png
fog1.color(0.92, 0.92, 0.98) #blue-ish color

hmmm... somehow this ideas might go futher to fractal animated cloud plane

I wish you guys all the best in improving vizard.

*edited* for incorrect grammar :P


Regards,
Iwan
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  #5  
Old 09-08-2006, 09:54 AM
farshizzo farshizzo is offline
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Join Date: Mar 2003
Posts: 2,849
Here is a version of the shader that implements exponential fog:
Code:
uniform sampler2D BaseTexture;
uniform sampler2D DetailTexture;

const float LOG2E = 1.442695;

void main (void)
{
       float fog = exp2(gl_Fog.density * gl_FogFragCoord * LOG2E);
       fog = clamp(fog, 0.0, 1.0);
       vec4 textureColor = (texture2D(BaseTexture, gl_TexCoord[0].xy) *
texture2D(DetailTexture, gl_TexCoord[1].xy).r) * 2.0;
       gl_FragColor = vec4(mix( vec3(gl_Fog.color), vec3(textureColor),
fog), textureColor.a);
}
Did you try not applying the shader at all to fix the brightness problem?

Do you have any links explaining fractal animated layered fog, a quick google search didn't find anything.

The following page has an example that creates a moving cloud plane. I'm not sure if this is what you are looking for, but it might be useful.
http://www.worldviz.com/forum/showthread.php?t=549
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  #6  
Old 09-09-2006, 06:17 PM
k_iwan k_iwan is offline
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Join Date: May 2006
Posts: 115
Hi,

I will give it a try. I didn't modify the shader to remove the brightness effects because I happen to like it. But, for the openday we used blend option as I didn't have enough time to fix the texture tiling problem.

I'll give this one a try.

I gave the could plane a try some months ago, it looked great but doesn't suit with my mars. I was looking for more... glommy cloud to give distress feeling.

I got this idea of animated layered fog from www.garagegames.com forum, as I happen to be an owner of Torque SDK.
Here's the link of fractal animated cloud, which I believe also suitable for low laying animated fog.

http://www.garagegames.com/index.php...=view&qid=3525

you do not need to create account to view this link, this resource is public.

Thank you for help, can't wait to see what you guys will have on the actual final release

Regards,
Iwan
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  #7  
Old 09-09-2006, 09:01 PM
k_iwan k_iwan is offline
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Join Date: May 2006
Posts: 115
Talking Excellent!!! Thank you!!!!!

@ Farshizzo;

In order to reduce the intensity of texture on terrain, I decreased the brightness of the detail texture, without modifying the shader at all.

Also, a "proper" seamless texture for detail, decreases the ugly looking tiles on terrain greatly.

The fog definitely gives more depth to the scene. I attached the latest screenshots of your shader implementation The scene looks really nice!

Regards,
Iwan
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