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List:       flightgear-devel
Subject:    Re: [Flightgear-devel] New materials.xml elements to control object/tree density depending on slope
From:       Renk Thorsten <thorsten.i.renk () jyu ! fi>
Date:       2012-10-11 7:52:51
Message-ID: E495A106FF5F31448739E79D34138C19196FF90E () mbs3 ! ad ! jyu ! fi
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> Do you have some other local modifications (materials / texture set) in  
> this screenshot? But it's not a part of the world I have explored, maybe  
> I'm simply ignorant of our textures in such places.

I think this is all classified as EvergreenForest (or at least some forest...), and \
the result is what the procedural texturing (Atmospheric Scattering on, Transition \
slider to max., Landmass as high as you like - it generates a bump-mapped closeup \
among other goodies) gives you.

The original transition effect in the default rendering scheme also doesn't look bad \
for Yosemite (the main difference is that the transition effect keys on gradient \
only, whereas the procedural texturing uses gradient information as a bias factor in \
a random pattern).

I don't quite remember if I already pushed forest definitions world-wide to GIT, I \
think I didn't do this so far because I was still tinkering with the forests and \
never quite happy with the detail overlay, but the change in materials.xml is fairly \
trivial if you want to try: Just replace 

   <texture>Terrain/forest1a.png</texture>
   <texture>Terrain/forest1b.png</texture>   
   <texture>Terrain/forest1c.png</texture>

by the overlay texture definitions, here:

 <texture-set>
   <texture>Terrain/forest1a.png</texture>
   <texture n="11">Terrain/forest1a.png</texture>
   <texture n="12">Terrain/herbtundra.png</texture>
   </texture-set>

and the shader does the rest of the work - no more separate effect files required :-)

* Thorsten
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