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| The HDR pipeline is not yet ready for day-to-day flying, but it is currently available on <tt>next</tt> for anyone adventurous enough to try it. Expect a lot of breakage though. | | The HDR pipeline is not yet ready for day-to-day flying, but it is currently available on <tt>next</tt> for anyone adventurous enough to try it. Expect a lot of breakage though. |
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| == Ramifications == | | == PBR and glTF == |
| Most 3D artists nowadays are fairly familiar with PBR content creation
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| tools. I think using PBR and trying to abstract the 3D artist from the
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| "under the hood" stuff like Effects, XML definitions, etc. will always
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| be a good step towards lowering the entry barrier for content creation
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| in FG. Of course these developers will have to learn how animations,
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| systems, FDMs, Nasal, etc. work, but streamlining the 3D part to a
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| simple "Export to glTF" button will be key in my opinion.<ref>https://sourceforge.net/p/flightgear/mailman/message/37262898/</ref>
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| === Models ===
| | This pipeline introduces a PBR Effect ({{fgdata file|Effects/model-pbr.eff}}). This Effect can be used as usual by adding an <tt><effect></tt> tag in the model XML and configuring it like you would configure model-combined. However, the recommended way to use PBR is through the [[glTF]] file format. |
| glTF will only prove beneficial for PBR-based models.
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| Otherwise I think we should be fine with the current model-combined
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| approach since aircraft devs are already familiar with this workflow.
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| The HDR pipeline will only work on 2021.x because it requires the core
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| profile, so I think it makes sense to only offer support for glTF on
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| 2021.x to avoid compatibility messes.<ref>https://sourceforge.net/p/flightgear/mailman/message/37260902/</ref>
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| === Aircraft ===
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| Fernando recommends that aircraft devs don't try to support this because it's
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| still very experimental, so they might be working on something that is
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| subject to change. Of course if they just want to play around feel
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| free to ask for help.<ref>https://sourceforge.net/p/flightgear/mailman/message/37260296/</ref>
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| === Scenery ===
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| For now I plan to only support WS30. I'm not sure how the
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| materials are going to work for the terrain, but I guess it's too
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| early for now (both for WS30 and the HDR pipeline!).
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| The real time environment reflection pass renders the skydome and the
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| terrain, so I'd be really useful to have some way of setting the WS30
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| LOD level from the Compositor/Effects. That way we can use a really
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| rough terrain that renders very fast. The difference in quality
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| shouldn't be too noticeable as we are rendering to a small 128x128
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| cubemap.<ref>https://sourceforge.net/p/flightgear/mailman/message/37260296/</ref>
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| == Implementation details == | | == Implementation details == |
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| Near the end of the rendering process, miscellaneous post-processing passes like FXAA and ambient occlusion are used. | | Near the end of the rendering process, miscellaneous post-processing passes like FXAA and ambient occlusion are used. |
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| == Roadmap ==
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| * Support PBR through glTF models.
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| == Gallery == | | == Gallery == |