ALS technical notes: Difference between revisions

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The red channel in my_mask.png controls the strength of fogging, full red corresponds to maximal fogging, no red to zero fogging. This allows to selectively model the position of heaters in the cockpit.
The red channel in my_mask.png controls the strength of fogging, full red corresponds to maximal fogging, no red to zero fogging. This allows to selectively model the position of heaters in the cockpit. Use <b>/environment/aircraft-effects/fog-level</b> to adjust the actual amount of fog runtime.


The green channel of my_mask.png is the amount of reduction of rain in an area. This is intended for airplanes equipped with windshield wipers to partially clear the wiped area of the rain. Whether the windshield wiper is actually on or not is controlled runtime via /environent/aircraft-effects/use-wipers.
The green channel of my_mask.png is the amount of reduction of rain in an area. This is intended for airplanes equipped with windshield wipers to partially clear the wiped area of the rain. Whether the windshield wiper is actually on or not is controlled runtime via <b>/environent/aircraft-effects/use-wipers</b> (1 sets wipers to on).


The blue channel of my_mask.png is reserved for an overlay pattern which will be drawn in an optionally specified <overlay-color> vector (white in the example xml above) - the primary function is to render damage on the glass, but with a different color, also dirt or an alternative more finely controlled frost pattern can be used. The strength of the pattern can be adjusted runtime via /environment/aircraft-effects/overlay-alpha, allowing dynamical accumulation of dirt or sudden appearance of damage.
The blue channel of my_mask.png is reserved for an overlay pattern which will be drawn in an optionally specified <overlay-color> vector (white in the example xml above) - the primary function is to render damage on the glass, but with a different color, also dirt or an alternative more finely controlled frost pattern can be used. The strength of the pattern can be adjusted runtime via <b>/environment/aircraft-effects/overlay-alpha</b>, allowing dynamical accumulation of dirt or sudden appearance of damage.


Examples for the result of a fog mask and a damage mask are shown below:
Examples for the result of a fog mask and a damage mask are shown below:
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[[File:Glass12.jpg|400px|Crack pattern using a damage mask]]
[[File:Glass12.jpg|400px|Crack pattern using a damage mask]]
[[File:Glass11.jpg|400px|Partial fogging using a mask texture]]
[[File:Glass11.jpg|400px|Partial fogging using a mask texture]]
<b>Note that by default all the runtime switches for the mask are off / set to zero! Remember to to switch them on when testing the effect!</b>


=== Mie scattering ===
=== Mie scattering ===
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