Re: [Flightgear-devel] 3d file formats and crease angles

2007-11-05 Thread Roberto Inzerillo
Heiko Schulz ha scritto:
 OSG is a ASCII Native Format- so you can easily edit
 with your favourite texteditor. 

That's good. Helps when tweaking is needed.

 You can export it to Blender:
 http://projects.blender.org/projects/osgexport/
 But it needs a little bit post process work after
 converting like setting the ambientColor

Partially good, I don't feel confortable with Blender, I use it only if 
necessary. I'd prefer having some other kind of exporter/importer.

 The animation (moving) are also working in FGFS-OSG. 

That's very good to know, but I really have problems in finding usable 
informations about that. I also fear the user interface to those 
animations is pretty primitive, what's your experience with that?


 here you will find a example by me:
 www.hoerbird.net/osg-reflect-effect-example.tar.gz
 It shows the A380 partly converted to .osg with a fake
 reflection effect. I should give you hints about using
 this fileformat.

OSG new shading schemes potentials seem very interesting to me, I'm 
mostly interested in bump mapping, transparency and texture animation; 
currently FGFS does a very bad job with multiple transparent surfaces 
and ac3d offers no bump-map at all. Can you tell me something about the 
bump mapping in OSG/FGFS, does it work?

Roberto



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Re: [Flightgear-devel] 3d file formats and crease angles

2007-11-05 Thread Detlef Faber
Am Montag, den 05.11.2007, 11:12 +0100 schrieb Roberto Inzerillo:
 Heiko Schulz ha scritto:
  OSG is a ASCII Native Format- so you can easily edit
  with your favourite texteditor. 
 
 That's good. Helps when tweaking is needed.
 
  You can export it to Blender:
  http://projects.blender.org/projects/osgexport/
  But it needs a little bit post process work after
  converting like setting the ambientColor
 
 Partially good, I don't feel confortable with Blender, I use it only if 
 necessary. I'd prefer having some other kind of exporter/importer.
 
  The animation (moving) are also working in FGFS-OSG. 
 
 That's very good to know, but I really have problems in finding usable 
 informations about that. I also fear the user interface to those 
 animations is pretty primitive, what's your experience with that?
 
The usual animations (translate, rotate, spin, select, ...) work like
they used under plib. A Model that worked as .ac will work the same
as .osg.
 
  here you will find a example by me:
  www.hoerbird.net/osg-reflect-effect-example.tar.gz
  It shows the A380 partly converted to .osg with a fake
  reflection effect. I should give you hints about using
  this fileformat.
 
 OSG new shading schemes potentials seem very interesting to me, I'm 
 mostly interested in bump mapping, transparency and texture animation; 
 currently FGFS does a very bad job with multiple transparent surfaces 
 and ac3d offers no bump-map at all. Can you tell me something about the 
 bump mapping in OSG/FGFS, does it work?
 
You need to create normal maps from your bumpmaps first (there is a Gimp
plugin from nvidia for that). At least that's the theory. I have not
seen a working normal map model yet (nor created one). 

The Blender OSG exporter plugin doesn't create normal maps from
bumpmapped objects, this seems to require some hand editing.

I haven't seen texture animation yet, but there is a possibility to
store animation sequences in an .osg file (There is an example of waves
in a pond). Sadly, the Blender OSG exporter plugin doesn't export this
too, although it claims it can be done. 


 Roberto
 
 
 
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Re: [Flightgear-devel] 3d file formats and crease angles

2007-11-05 Thread Heiko Schulz
Hi,

 Partially good, I don't feel confortable with
 Blender, I use it only if 
 necessary. I'd prefer having some other kind of
 exporter/importer.

No problem: I don't know what are you using, but it is
possible to convert other formats to .osg. 

 
 That's very good to know, but I really have problems
 in finding usable 
 informations about that. I also fear the user
 interface to those 
 animations is pretty primitive, what's your
 experience with that?

What do you mean with? I couldn't check all the
animation, but you have not to change you .xml-file.
You can convert any object, aircraft etc. you want and
you don't have to change the .xml-file!

Only the particles don't behave like the our known
submodels!
 

 OSG new shading schemes potentials seem very
 interesting to me, I'm 
 mostly interested in bump mapping, transparency and
 texture animation; 
 currently FGFS does a very bad job with multiple
 transparent surfaces 
 and ac3d offers no bump-map at all. Can you tell me
 something about the 
 bump mapping in OSG/FGFS, does it work?
 
 Roberto

Hmmm... in the demo is a example of bump mapping, but
it seems that it is very primitiveI coulden't
check this in FGFS.
One time I placed an object with an embedded shader in
FGFS, but the shader did not work- there are several
things not yet fully supported by FGFS and has to be
implemented.
Transparency could be a problem, but couldn't check
this yet- I'm not sure about. In the moment I have no
working FGFS-OSG-Version, so you have to wait. Or you
can try by yourself!

Regards
HHS


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Re: [Flightgear-devel] 3d file formats and crease angles

2007-11-05 Thread Heiko Schulz
Hi,

Where I can find this examples of waves in a pond? 
It is in OSG 2.2?

Regards
HHS

 You need to create normal maps from your bumpmaps
 first (there is a Gimp
 plugin from nvidia for that). At least that's the
 theory. I have not
 seen a working normal map model yet (nor created
 one). 
 
 The Blender OSG exporter plugin doesn't create
 normal maps from
 bumpmapped objects, this seems to require some hand
 editing.
 
 I haven't seen texture animation yet, but there is a
 possibility to
 store animation sequences in an .osg file (There is
 an example of waves
 in a pond). Sadly, the Blender OSG exporter plugin
 doesn't export this
 too, although it claims it can be done. 
 
 
  Roberto
  
  
  
 

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 Greetings
 -- 
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Re: [Flightgear-devel] 3d file formats and crease angles

2007-11-05 Thread Roberto Inzerillo
  That's very good to know, but I really have problems
  in finding usable 
  informations about that. I also fear the user
  interface to those 
  animations is pretty primitive, what's your
  experience with that?
 
 What do you mean with? I couldn't check all the
 animation, but you have not to change you .xml-file.
 You can convert any object, aircraft etc. you want and
 you don't have to change the .xml-file!

Actually I thought we were talking about embedded animation, I was wrong, you 
were talking about xml controlled animation, which is completely external to 
the 3d file. I am quite confident with nasal scripted animation 
(I did something with the SenecaII gear).

I hoped we could store some kind of animation (i.e. some kind of blended meshes 
driven by some external input) inside the osg file and control those movements 
with external commands (maybe from within an xml nasal script). But maybe this 
is still science fiction in my dreams :-(

  Roberto
-- 
Pt! Schon vom neuen GMX MultiMessenger gehört?
Der kann`s mit allen: http://www.gmx.net/de/go/multimessenger

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Re: [Flightgear-devel] 3d file formats and crease angles

2007-11-05 Thread Detlef Faber
Am Montag, den 05.11.2007, 15:00 +0100 schrieb Heiko Schulz:
 Hi,
 
 Where I can find this examples of waves in a pond? 
 It is in OSG 2.2?
 
They are deeply buried on the OSG site:

http://www.openscenegraph.org/projects/osg/wiki/Community/OSGExp/Documentation/OSGSequence?format=htm

Scroll to the bottom and use the link download the demofile.

 Regards
 HHS
 
  You need to create normal maps from your bumpmaps
  first (there is a Gimp
  plugin from nvidia for that). At least that's the
  theory. I have not
  seen a working normal map model yet (nor created
  one). 
  
  The Blender OSG exporter plugin doesn't create
  normal maps from
  bumpmapped objects, this seems to require some hand
  editing.
  
  I haven't seen texture animation yet, but there is a
  possibility to
  store animation sequences in an .osg file (There is
  an example of waves
  in a pond). Sadly, the Blender OSG exporter plugin
  doesn't export this
  too, although it claims it can be done. 
  
  
   Roberto
   
   
   
  
 
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Re: [Flightgear-devel] 3d file formats and crease angles

2007-11-05 Thread Detlef Faber
Am Montag, den 05.11.2007, 15:33 +0100 schrieb Roberto Inzerillo:
   That's very good to know, but I really have problems
   in finding usable 
   informations about that. I also fear the user
   interface to those 
   animations is pretty primitive, what's your
   experience with that?
  
  What do you mean with? I couldn't check all the
  animation, but you have not to change you .xml-file.
  You can convert any object, aircraft etc. you want and
  you don't have to change the .xml-file!
 
 Actually I thought we were talking about embedded animation, I was wrong, you 
 were talking about xml controlled animation, which is completely external to 
 the 3d file. I am quite confident with nasal scripted animation 
 (I did something with the SenecaII gear).
 
 I hoped we could store some kind of animation (i.e. some kind of blended 
 meshes driven by some external input) inside the osg file and control those 
 movements with external commands (maybe from within an xml nasal script). But 
 maybe this is still science fiction in my dreams :-(
 
There is possibility to embed interactivity in .osg files. Wether this
can be utilized in FG is another question.

   Roberto
-- 
Detlef Faber

http://www.sol2500.net/flightgear



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[Flightgear-devel] 3d file formats and crease angles

2007-11-04 Thread Roberto Inzerillo
Hi,
 I've been modeling for fgfs a few objects around the world. I'm used to 
output everything as .AC files since it looks to me it's the most used 
format in FGFS but that has a few limitations that I'd like not having.

The one I'm concerned now is the crease angle limitation.
AC3D makes me set a crease angle for an entire object and does not let 
me choose to set different crease angles to each surface inside the same 
object. That's why I have to break the object in pieces when I want some 
of it's surfaces to have different crease angles than others. That's a 
pain :-( I don't know if that's a limitation of the .ac file format or 
of AC3D editor. I wonder if you can suggest me a way to avoid this 
limitation in AC3D.

I also think I could switch to other 3d file formats, any suggestions? 
What 3d file formats does FGFS support other than .AC? I'd prefer 
working with plain ascii files if possible but I will consider other 
more obscure ones if they provide more flexibility and fewer limitations.

  Roberto


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Re: [Flightgear-devel] 3d file formats and crease angles

2007-11-04 Thread Vivian Meazza
Roberto

 Sent: 04 November 2007 09:55
 
 Hi,
  I've been modeling for fgfs a few objects around the world. 
 I'm used to 
 output everything as .AC files since it looks to me it's the 
 most used 
 format in FGFS but that has a few limitations that I'd like 
 not having.
 
 The one I'm concerned now is the crease angle limitation. 
 AC3D makes me set a crease angle for an entire object and 
 does not let 
 me choose to set different crease angles to each surface 
 inside the same 
 object. That's why I have to break the object in pieces when 
 I want some 
 of it's surfaces to have different crease angles than others. 
 That's a 
 pain :-( I don't know if that's a limitation of the .ac file 
 format or 
 of AC3D editor. I wonder if you can suggest me a way to avoid this 
 limitation in AC3D.
 
 I also think I could switch to other 3d file formats, any 
 suggestions? 
 What 3d file formats does FGFS support other than .AC? I'd prefer 
 working with plain ascii files if possible but I will consider other 
 more obscure ones if they provide more flexibility and fewer 
 limitations.
 

You are quite right AC3D has crease angle set on a per-object basis, and
AFAIK, there is no way round this. I have not found it a limitation - it is
a transition value between crease and smooth. Like you, if there isn't a
convenient value I break the object. There's no penalty for that - numbers
of objects and groups have no performance penalty.

Vivian 


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Re: [Flightgear-devel] 3d file formats and crease angles

2007-11-04 Thread Roberto Inzerillo
Vivian Meazza ha scritto:
 You are quite right AC3D has crease angle set on a per-object basis, and
 AFAIK, there is no way round this. I have not found it a limitation - it is
 a transition value between crease and smooth. Like you, if there isn't a
 convenient value I break the object. There's no penalty for that - numbers
 of objects and groups have no performance penalty.

But that has modeling penalty though. I'm used breaking my objects when 
needed in the modeling workflow only, and I tend doing that simple and 
clear as much as possible. I don't like having a huge amount of objects 
in my 3d files.
Breaking the object generally happens because of using separate texture 
files (one for each object), sometimes because of animation script 
issues, a few times I did that for lighting purposes. But there's no 
reasonable cause for breaking an object in many pieces just because I 
need different crease angle transition values inside the very same 
model. Doing that is not that big of a problem if the model is low-poly, 
it becomes a tremendous waste of time (and makes the modeling phase a 
turture) when dealing with medium/high-poly objects where a savy usage 
of crease angles makes a big diff.

Anyway it looks like it's an .AC file format limitaion. I looked inside 
an .ac file, the crease property pertains to the object level, not to 
face level.

I definetely need to switch to another 3d file format.

New OSG FGFS supports new file formats, right? Who does have any 
experience with those ones? Would someone help and get me a few hints 
about using OSG specific 3d models? I'm interested in the new OSG 
environment anyway.

Roberto

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Re: [Flightgear-devel] 3d file formats and crease angles

2007-11-04 Thread Heiko Schulz
Hi,

I still have problems what you mean with crease
angles - do you mean how smooth you can get a object?

I noticed that .ac need more vertices to get a object
smooth and roundly.

I did some experiments with .osg. Interesting: it is
rendered like you see it in Blender.

I think .osg is a good start for FlightGear-OSG, ist
has several features we don't have with .ac. like cube
mapping, embedded shaders and so on...

Greetings
HHS
--- Roberto Inzerillo [EMAIL PROTECTED] schrieb:

 Vivian Meazza ha scritto:
  You are quite right AC3D has crease angle set on a
 per-object basis, and
  AFAIK, there is no way round this. I have not
 found it a limitation - it is
  a transition value between crease and smooth. Like
 you, if there isn't a
  convenient value I break the object. There's no
 penalty for that - numbers
  of objects and groups have no performance penalty.
 
 But that has modeling penalty though. I'm used
 breaking my objects when 
 needed in the modeling workflow only, and I tend
 doing that simple and 
 clear as much as possible. I don't like having a
 huge amount of objects 
 in my 3d files.
 Breaking the object generally happens because of
 using separate texture 
 files (one for each object), sometimes because of
 animation script 
 issues, a few times I did that for lighting
 purposes. But there's no 
 reasonable cause for breaking an object in many
 pieces just because I 
 need different crease angle transition values inside
 the very same 
 model. Doing that is not that big of a problem if
 the model is low-poly, 
 it becomes a tremendous waste of time (and makes the
 modeling phase a 
 turture) when dealing with medium/high-poly objects
 where a savy usage 
 of crease angles makes a big diff.
 
 Anyway it looks like it's an .AC file format
 limitaion. I looked inside 
 an .ac file, the crease property pertains to the
 object level, not to 
 face level.
 
 I definetely need to switch to another 3d file
 format.
 
 New OSG FGFS supports new file formats, right? Who
 does have any 
 experience with those ones? Would someone help and
 get me a few hints 
 about using OSG specific 3d models? I'm interested
 in the new OSG 
 environment anyway.
 
 Roberto
 

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Re: [Flightgear-devel] 3d file formats and crease angles

2007-11-04 Thread Harald JOHNSEN
Vivian Meazza wrote:

Roberto

  

Sent: 04 November 2007 09:55

Hi,
 I've been modeling for fgfs a few objects around the world. 
I'm used to 
output everything as .AC files since it looks to me it's the 
most used 
format in FGFS but that has a few limitations that I'd like 
not having.

The one I'm concerned now is the crease angle limitation. 
AC3D makes me set a crease angle for an entire object and 
does not let 
me choose to set different crease angles to each surface 
inside the same 
object. 

This does not make sense. A crease angle is used to compute the normals 
at the *shared* vertices of an object. It's because the normal is shared 
amoung adjacent faces that the object appears smooth (the normal vectors 
of the faces sharing this vertex is averaged). Setting random normals 
for adjacent faces will not make it appear smooth, this is called flat 
shading.

...



You are quite right AC3D has crease angle set on a per-object basis, and
AFAIK, there is no way round this. I have not found it a limitation - it is
a transition value between crease and smooth. Like you, if there isn't a
convenient value I break the object. There's no penalty for that - numbers
of objects and groups have no performance penalty.

Vivian 

  

Models are usually split because of the animations of parts, or because 
there is several textures used (or because it's easier for the modeler). 
But having lots of objects with different 'attributs/animations' has 
some serious impact on performance. The  performance of a modern 3D card 
is inversely proportional to the number of opengl calls (objects in our 
case), the number of poly has no impact. Note that some object loader 
can 'optimize' some objects (with identical attributes) and merge them 
at load time. So like you said, in a favorable case we don't care about 
the number of objects ;)

HJ.



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Re: [Flightgear-devel] 3d file formats and crease angles

2007-11-04 Thread Roberto Inzerillo
Heiko Schulz ha scritto:
 I still have problems what you mean with crease
 angles - do you mean how smooth you can get a object?
 
 I noticed that .ac need more vertices to get a object
 smooth and roundly.

Sort of ... smoothness is achieved using more vertices where angle 
crease limits cannot be set properly, but that's sort of a hack.
Making a surface smooth (in AC3D) generally implies setting a correct 
crease angle, nothing more. Of course, that implies the base mesh should 
have enough res first anyway.

The problem with AC3D is that you cannot customize the smoothness of 
each edge at your please; you can only set a global per-object crease 
angle that affects _all_ of the edges in the very same object (some will 
be rendered smooth because of a low angle value, others will be rendered 
with a crease because the angle is higher).
That's a little bit frustrating to me, 'cause I'm used to fine tune 
those creases with much more freedom and much less effort :-(


 I did some experiments with .osg. Interesting: it is
 rendered like you see it in Blender.
 
 I think .osg is a good start for FlightGear-OSG, ist
 has several features we don't have with .ac. like cube
 mapping, embedded shaders and so on...
 
 Greetings
 HHS

Nice to see you already have some experience with this format. Can you 
point out the basics? I mean:
- url of a file format description;
- url to basic osg file examples and capabilities;
- pros and cons of it.

Feel fre to post a complete description instead of a simple url, I will 
appreciate that anyway :-)

 Roberto


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Re: [Flightgear-devel] 3d file formats and crease angles

2007-11-04 Thread Heiko Schulz
Hi,

it is not much I know about.

First I have to give you an url:
www.openscenegraph.org
You can download there OSG. It will also run on
windows and shows nice demos of abilities of OSG. In
the datas you will find a lot of examples and some
.osg files like the cessna and so on.

OSG is a ASCII Native Format- so you can easily edit
with your favourite texteditor. 
You can export it to Blender:
http://projects.blender.org/projects/osgexport/
But it needs a little bit post process work after
converting like setting the ambientColor

The animation (moving) are also working in FGFS-OSG. 

here you will find a example by me:
www.hoerbird.net/osg-reflect-effect-example.tar.gz
It shows the A380 partly converted to .osg with a fake
reflection effect. I should give you hints about using
this fileformat.

I don't know, wht will happen when we finally moving
to OSG: will we keep .ac or move to .osg?

Greetings
HHS
--- Roberto Inzerillo [EMAIL PROTECTED] schrieb:

 Heiko Schulz ha scritto:
  I still have problems what you mean with crease
  angles - do you mean how smooth you can get a
 object?
  
  I noticed that .ac need more vertices to get a
 object
  smooth and roundly.
 
 Sort of ... smoothness is achieved using more
 vertices where angle 
 crease limits cannot be set properly, but that's
 sort of a hack.
 Making a surface smooth (in AC3D) generally implies
 setting a correct 
 crease angle, nothing more. Of course, that implies
 the base mesh should 
 have enough res first anyway.
 
 The problem with AC3D is that you cannot customize
 the smoothness of 
 each edge at your please; you can only set a global
 per-object crease 
 angle that affects _all_ of the edges in the very
 same object (some will 
 be rendered smooth because of a low angle value,
 others will be rendered 
 with a crease because the angle is higher).
 That's a little bit frustrating to me, 'cause I'm
 used to fine tune 
 those creases with much more freedom and much less
 effort :-(
 
 
  I did some experiments with .osg. Interesting: it
 is
  rendered like you see it in Blender.
  
  I think .osg is a good start for FlightGear-OSG,
 ist
  has several features we don't have with .ac. like
 cube
  mapping, embedded shaders and so on...
  
  Greetings
  HHS
 
 Nice to see you already have some experience with
 this format. Can you 
 point out the basics? I mean:
 - url of a file format description;
 - url to basic osg file examples and capabilities;
 - pros and cons of it.
 
 Feel fre to post a complete description instead of a
 simple url, I will 
 appreciate that anyway :-)
 
  Roberto
 
 

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Re: [Flightgear-devel] 3d file formats and crease angles

2007-11-04 Thread Roberto Inzerillo
Harald JOHNSEN ha scritto:
 The one I'm concerned now is the crease angle limitation. 
 AC3D makes me set a crease angle for an entire object and 
 does not let 
 me choose to set different crease angles to each surface 
 inside the same 
 object. 

 This does not make sense. A crease angle is used to compute the normals 
 at the *shared* vertices of an object. It's because the normal is shared 
 amoung adjacent faces that the object appears smooth (the normal vectors 
 of the faces sharing this vertex is averaged). Setting random normals 
 for adjacent faces will not make it appear smooth, this is called flat 
 shading.

Sorry, what does not make sense to you? I'll be pleased to explain that 
in some other way if useful.

Anyway, as I understand, AC3D considers an edge being smooth or flat 
following this process:
- consider an object made with two faces connected by a shared edge, 
name those faces A and B;
- let's name Na the normal vector of face A, call Nb the normal vector 
of face B;
- name T the angle between those normals;
- name C the crease angle of the object inside AC3D;
- if TC = the edge has to be considered smooth;
- if TC = the edge has to be considered flat.

Does that make sense to you? It does to me.
I don't think AC3D cares much of the shared vertices, but it does take 
into account the shared _edges_ instead. That's what the documentation 
tells me and that's something easy to understand.

Anyway it's not clear to me why you did bother with all that random 
normals stuff.

   Roberto

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