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Howto:Dynamic Liveries via Canvas
Revision as of 17:08, 17 September 2014
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17:08, 17 September 2014
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== Proof of Concept ==
To document the implementation on a FlightGear aircraft from the aircraft developer's point of view, I've chosen one of my pet projects, the Eurofighter EF2000 V2.0 which will be released in early 2015.
The intention is to use Canvas to allow multiple textures per livery, in this case those textures being the original livery paintwork and another, alpha-transparent texture consisting of dirt steaks specifically added to the livery paintwork to match with vents, seams and other sources of grimy build-ups. The intention is to allow dynamic management of the transparency of the dirt layer according to time and exposure to various elements, maintaining compatibility with the standard livery switching method and working similarly whether Rembrandt is enabled or not.
''This section will be updated as the implementation continues.''
=== Model Work ===
[[File:EF2000-canvas.ac in Blender.jpg|400px|right|EF2000-canvas.ac in Blender, showing the Texture allocations thus far]]
To start with, I cloned the EF2000's model and made a copy called "EF2000-canvas.ac", cloned the model XML file in the same way, and changed the paths appropriately to create a completely separate model for this experiment. The model objects which will be subject to the dynamic effects - effectively, the painted surfaces - were isolated from items like the canopy glass, gear and engines and given the same material, named '''CanvasPaint''' and consisting of an image texture: a livery in Air Superiority Grey but without the dirt layer already included. My first experiment will be to create a canvas and try to apply it to the mesh.
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