HDR Pipeline: Difference between revisions

Jump to navigation Jump to search
1,705 bytes removed ,  16 August 2021
no edit summary
No edit summary
No edit summary
Line 32: Line 32:
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.


== Ramifications ==
== PBR and glTF ==
Most 3D artists nowadays are fairly familiar with PBR content creation
tools. I think using PBR and trying to abstract the 3D artist from the
"under the hood" stuff like Effects, XML definitions, etc. will always
be a good step towards lowering the entry barrier for content creation
in FG. Of course these developers will have to learn how animations,
systems, FDMs, Nasal, etc. work, but streamlining the 3D part to a
simple "Export to glTF" button will be key in my opinion.<ref>https://sourceforge.net/p/flightgear/mailman/message/37262898/</ref>


=== 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.
Otherwise I think we should be fine with the current model-combined
approach since aircraft devs are already familiar with this workflow.
The HDR pipeline will only work on 2021.x because it requires the core
profile, so I think it makes sense to only offer support for glTF on
2021.x to avoid compatibility messes.<ref>https://sourceforge.net/p/flightgear/mailman/message/37260902/</ref>
=== Aircraft ===
 
Fernando recommends that aircraft devs don't try to support this because it's
still very experimental, so they might be working on something that is
subject to change. Of course if they just want to play around feel
free to ask for help.<ref>https://sourceforge.net/p/flightgear/mailman/message/37260296/</ref>
 
=== Scenery ===
For now I plan to only support WS30. I'm not sure how the
materials are going to work for the terrain, but I guess it's too
early for now (both for WS30 and the HDR pipeline!).
 
The real time environment reflection pass renders the skydome and the
terrain, so I'd be really useful to have some way of setting the WS30
LOD level from the Compositor/Effects. That way we can use a really
rough terrain that renders very fast. The difference in quality
shouldn't be too noticeable as we are rendering to a small 128x128
cubemap.<ref>https://sourceforge.net/p/flightgear/mailman/message/37260296/</ref>


== Implementation details ==
== Implementation details ==
Line 78: Line 47:


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.
== Roadmap ==
* Support PBR through glTF models.


== Gallery ==
== Gallery ==
354

edits

Navigation menu