ALS technical notes: Difference between revisions

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Update on reflection type for upcoming FGFS versions
(Update on reflection type for upcoming FGFS versions)
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This parameter can currently be set to 1 or 2 and regulates how the color of the environment reflection is merged with the color of the glossy surface. If set to 1, the shader uses a color mixing as in the other two renderers, if set to 2 it uses a technique called 'grain merge' which gives different weight to the color channels.
This parameter can currently be set to 1 or 2 and regulates how the color of the environment reflection is merged with the color of the glossy surface. If set to 1, the shader uses a color mixing as in the other two renderers, if set to 2 it uses a technique called 'grain merge' which gives different weight to the color channels. The reason for introducing type 2 was a grey tint which changed the reflected color in a unrealistic way. With FlightGear 2017.2.0 this will be fixed and  type set to 2 will be obsolete then.


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This parameter regulates how strong the Fresnel term of a glossy surface is. Many smooth surfaces reflect much more under shallow angles such that an environment reflection is not very prominent when looking under 90 degrees but dominates the visuals when looking under a grazing angle. The parameter sets the relative strength of a Fresnel reflection with respect to the basic reflection definition which is assumed to hold for vertical viewing (i.e. setting the parameter to 0.8 gives you extra glossiness under shallow angles).
This parameter regulates how strong the Fresnel term of a glossy surface is. Many smooth surfaces reflect much more under shallow angles such that an environment reflection is not very prominent when looking under 90 degrees but dominates the visuals when looking under a grazing angle. The parameter sets the relative strength of a Fresnel reflection with respect to the basic reflection definition which is assumed to hold for vertical viewing (i.e. setting the parameter to 0.8 gives you extra glossiness under shallow angles).


The following comparison shows the default color mixing (left) for a reflecting white livery (which appears grey) and for grain merge (right) which preserves the original color much better. In addition, note the enhanced Fresnel reflectivity at the tail on the right picture.
The following comparison shows the default color mixing (left) for a reflecting white livery and for grain merge (right). In addition, note the enhanced Fresnel reflectivity at the tail on the right picture.


[[File:Reflect model default.jpg|400px|Effect of color mixing in a reflection]]
[[File:Reflect model default.jpg|400px|Effect of color mixing in a reflection]]
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