Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread Detlef Faber
Am Samstag, den 01.09.2007, 22:24 +0100 schrieb Vivian Meazza:

...

 
 I'm with you on this one John, except I can't see how to integrate that
 solution, or the particle solution with the weather radar. But perhaps some
 real expert can ...
 
This is exactly the point I like to know. What is the best way to use
particle systems in clouds. It is easy to populate a large area with
somehow good looking billboard clouds, but they will not be dynamic. 

The Particle solution can create constantly changing cloud formations,
buildup of thunderclouds, thermal caps, even altostratus clouds can be
implemented and dynamically placed. 
I just need to know what actually can be used for Flightgear. If you
need a generic cumulus cloud 500x800 m increasing in size dependent on
temperature and drifting with the wind, it can be done. But if there is
no means for placing it in the FG World it is useless.

I'm no programmer, so I can't find out myself where my work on Clouds
can be useful. I have to ask on this list if anybody with programming
skills can give me a hint.

Greetings

Detlef

 Vivian 
 
 
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Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread Detlef Faber
Am Samstag, den 01.09.2007, 22:15 +0200 schrieb AnMaster:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA512
 
 In your picture there are odd sharp edges in the clouds, without that fixed
 it would be unacceptable. See for example right part of clouds in
 http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg
 
You are right, the particles are a quick hack and will be replaced with
improved ones, if the system is ever going to be used

Greetings

Detlef 

 /AnMaster
 
 Detlef Faber wrote:
  Hello everybody,
 
  I've been playing around with OSGs Particle Systems and found this might
  be suitable to create some 3d clouds. But see yourself:
 
  http://www.sol2500.net/flightgear/ksfo-under-clouds.jpg
  http://www.sol2500.net/flightgear/cloudfront.jpg
  http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg
  http://www.sol2500.net/flightgear/bushfire.jpg
 
  Here is a zip containing the files.
  http://www.sol2500.net/flightgear/ParticleSys.tar.gz
 
  Put it in /Models/ and use the ufo to place them.
  clouds.xml creates a 20x20 km big cloud field.
 
  Sometimes particle systems do not work at once. They cannot (yet) be
  placed as static objects in the scenery. Finally they get clipped by the
  Cloud Layer, so be sure to switch off any clouds.
 
  Perhaps someone with knowlage of the weather system has an idea how to
  use these.
 
  Greetings
 
  Detlef
 
 
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Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread Harald JOHNSEN
Vivian Meazza wrote:

John Wojnaroski

  

Behalf Of 
Sent: 01 September 2007 21:47
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Particle Systems


I've yet to see a system that IMHO tops what Mark Harris did 
a few years 
ago part of his doctoral thesis.

See http://www.lfstech.com/img/sfo_clouds.jpg.

Someone made a decision a few years ago to replace rather 
than improve.  
Think we all lost a very promising
implementation, but there might be an opportunity to recover 
what was lost.

Stay tuned...

John



There are methods today to do real volumetric display with slices from a 
3d volume, so yes there is method to draw clouds a lot better than those.
The old implementation of the Harris code in fg was using hard coded 
cloud shape, hard coded cloud relative position between clouds, hard 
coded group of cloud around ksfo. The next implementation could do 
clouds everywhere on the planet, parametrable cloud shapes in an xml 
file (Harris was using a non editable binary format), parametrable cloud 
formation type.
Wasn't that some kind of improvement ? What could have been improved 
then is some new texture for the cloud particles or new shapes or 
whatever, frankly anybody could enhance what I did.
Hm wait, you did not realize that Harris clouds are *slow* and ppl on 
this list were using depreciated hardware...
Using his method to render the clouds is very easy to integrate in our code.


I'm with you on this one John, except I can't see how to integrate that
solution, or the particle solution with the weather radar. But perhaps some
real expert can ...

Vivian 

  

You don't have to integrate anything. Cloud visualization has nothing to 
do with the radar, the radar only uses the cloud position.

HJ.


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Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread Melchior FRANZ
* Harald JOHNSEN -- 9/2/2007 10:35 AM:
 The old implementation of the Harris code in fg was using hard coded 
 cloud shape, hard coded cloud relative position between clouds, hard 
 coded group of cloud around ksfo. The next implementation could [...]
 Wasn't that some kind of improvement ?

Yes, definitely. The Harris thing in fgfs was just a proof of concept,
and better than nothing. But that was it. It was rather forcefully
bolted on fgfs. The binary blobs were horrible, and the whole thing
didn't really work well. But this was neither Harris' fault, nor
the one's who kind-of adapted it for fgfs. It wasn't really meant
to be perfect at that time. And it's also not removed, but still in
CVS. So, if someone wants to pick it up and make it good (and fast!),
just go ahead.  :-)

m.

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Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread AnMaster
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Hash: SHA512



John Wojnaroski wrote:
 I've yet to see a system that IMHO tops what Mark Harris did a few years 
 ago part of his doctoral thesis.
 
 See http://www.lfstech.com/img/sfo_clouds.jpg.
Another thing, in that picture there are some lines out in the water at runway
28R and 28L. What are those lines? They don't seem to exist in current fgfs
scenery. Why? I can find some lines there if I look at google map.
 
 Someone made a decision a few years ago to replace rather than improve.  
 Think we all lost a very promising
 implementation, but there might be an opportunity to recover what was lost.
 
 Stay tuned...
 
 John
 
 Detlef Faber wrote:
  

 Hello everybody,

 I've been playing around with OSGs Particle Systems and found this might
 be suitable to create some 3d clouds. But see yourself:

 http://www.sol2500.net/flightgear/ksfo-under-clouds.jpg
 http://www.sol2500.net/flightgear/cloudfront.jpg
 http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg
 http://www.sol2500.net/flightgear/bushfire.jpg

 Here is a zip containing the files.
 http://www.sol2500.net/flightgear/ParticleSys.tar.gz

 Put it in /Models/ and use the ufo to place them.
 clouds.xml creates a 20x20 km big cloud field.

 Sometimes particle systems do not work at once. They cannot (yet) be
 placed as static objects in the scenery. Finally they get clipped by the
 Cloud Layer, so be sure to switch off any clouds.

 Perhaps someone with knowlage of the weather system has an idea how to
 use these.

 Greetings

 Detlef


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Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread Heiko Schulz
Yes, that's the point.

If anyone is interested, there is a manual and a .exe,
which shows how today 3d-Clouds could work:

http://www.ecn.purdue.edu/purpl/projects/fastclouds/publicmedia/manual/index.htm

And here a lot of more Ideas about clouds:
http://www.vterrain.org/Atmosphere/Clouds/

Greetings
HHS
--- Harald JOHNSEN [EMAIL PROTECTED] schrieb:

 Vivian Meazza wrote:
 
 John Wojnaroski
 
   
 
 Behalf Of 
 Sent: 01 September 2007 21:47
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Particle Systems
 
 
 I've yet to see a system that IMHO tops what Mark
 Harris did 
 a few years 
 ago part of his doctoral thesis.
 
 See http://www.lfstech.com/img/sfo_clouds.jpg.
 
 Someone made a decision a few years ago to replace
 rather 
 than improve.  
 Think we all lost a very promising
 implementation, but there might be an opportunity
 to recover 
 what was lost.
 
 Stay tuned...
 
 John
 
 
 
 There are methods today to do real volumetric
 display with slices from a 
 3d volume, so yes there is method to draw clouds a
 lot better than those.
 The old implementation of the Harris code in fg was
 using hard coded 
 cloud shape, hard coded cloud relative position
 between clouds, hard 
 coded group of cloud around ksfo. The next
 implementation could do 
 clouds everywhere on the planet, parametrable cloud
 shapes in an xml 
 file (Harris was using a non editable binary
 format), parametrable cloud 
 formation type.
 Wasn't that some kind of improvement ? What could
 have been improved 
 then is some new texture for the cloud particles or
 new shapes or 
 whatever, frankly anybody could enhance what I did.
 Hm wait, you did not realize that Harris clouds are
 *slow* and ppl on 
 this list were using depreciated hardware...
 Using his method to render the clouds is very easy
 to integrate in our code.
 
 
 I'm with you on this one John, except I can't see
 how to integrate that
 solution, or the particle solution with the weather
 radar. But perhaps some
 real expert can ...
 
 Vivian 
 
   
 
 You don't have to integrate anything. Cloud
 visualization has nothing to 
 do with the radar, the radar only uses the cloud
 position.
 
 HJ.
 
 

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Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Harald JOHNSEN wrote:
 Vivian Meazza wrote:
 
 John Wojnaroski

  

...

 I've yet to see a system that IMHO tops what Mark Harris did 
 a few years 
 ago part of his doctoral thesis.

 See http://www.lfstech.com/img/sfo_clouds.jpg.

 Someone made a decision a few years ago to replace rather 
 than improve.  
 Think we all lost a very promising
 implementation, but there might be an opportunity to recover 
 what was lost.

 Stay tuned...

 John



 There are methods today to do real volumetric display with slices from a 
 3d volume, so yes there is method to draw clouds a lot better than those.
 The old implementation of the Harris code in fg was using hard coded 
 cloud shape, hard coded cloud relative position between clouds, hard 
 coded group of cloud around ksfo. The next implementation could do 
 clouds everywhere on the planet, parametrable cloud shapes in an xml 
 file (Harris was using a non editable binary format), parametrable cloud 
 formation type.
 Wasn't that some kind of improvement ? What could have been improved 
 then is some new texture for the cloud particles or new shapes or 
 whatever, frankly anybody could enhance what I did.
 Hm wait, you did not realize that Harris clouds are *slow* and ppl on 
 this list were using depreciated hardware...
 Using his method to render the clouds is very easy to integrate in our code.
For what it's worth, I recently ported Harris' old SkyWorks code, on which his
contribution to FlightGear was based, to Linux for some playing around. I'll 
make
that code available soon, but I have to agree with Harald's critique of the old
code. In particular, the key illumination step for a particular cloud is *very*
expensive -- in the SkyWorks code it repeatedly reads back color values from the
frame buffer for each particle in a cloud -- which is why particular clouds were
hard-coded. Harris has since described algorithms that are more dynamic and 
which
require heavy-duty GPU firepower, something that always seems to be sensitive 
topic
here.

A free cloud library based on Harris' work, integratable with other OSG 
applications,
would attract a large following and would be a very cool thing. In the mean 
time,
in order to learn some of the issues, it would be very good to port Harald's 
plib-based
work into OSG FlightGear.

Tim
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Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread John Wojnaroski


Detlef Faber wrote:

Am Samstag, den 01.09.2007, 22:24 +0100 schrieb Vivian Meazza:

...

  

I'm with you on this one John, except I can't see how to integrate that
solution, or the particle solution with the weather radar. But perhaps some
real expert can ...


I'm working on an idea using RTT, Mark's clouds, voxel positions, and my 
own version of a wx/ground radar, but other things keep getting in the 
way... 



This is exactly the point I like to know. What is the best way to use
particle systems in clouds. It is easy to populate a large area with
somehow good looking billboard clouds, but they will not be dynamic. 

Hmmm,  why not?  If the clouds are formed from a set of data, just 
change/update the data and reload.  Just a question of finding a way to 
do it without bringing the sim to it's knees. Mark was looking into that 
but life got in the way. He finished his thesis and went to work for 
Nvidia in London.  Poor boy.  ;-)  

The Particle solution can create constantly changing cloud formations,
buildup of thunderclouds, thermal caps, even altostratus clouds can be
implemented and dynamically placed. 
I just need to know what actually can be used for Flightgear. If you
need a generic cumulus cloud 500x800 m increasing in size dependent on
temperature and drifting with the wind, it can be done. But if there is
no means for placing it in the FG World it is usele
  

HeHe, same problem I had with the clouds.  Never got my head around the 
plib scenegraph. The clouds worked but the implementation was always a 
bit of a kludge and needed some real work beyond my abilities at the time...

John


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Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread John Wojnaroski


Tim Moore wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Harald JOHNSEN wrote:
  

Vivian Meazza wrote:



John Wojnaroski

 

  

...
  

I've yet to see a system that IMHO tops what Mark Harris did 
a few years 
ago part of his doctoral thesis.

See http://www.lfstech.com/img/sfo_clouds.jpg.

Someone made a decision a few years ago to replace rather 
than improve.  
Think we all lost a very promising
implementation, but there might be an opportunity to recover 
what was lost.

Stay tuned...

John

   



There are methods today to do real volumetric display with slices from a 
3d volume, so yes there is method to draw clouds a lot better than those.
The old implementation of the Harris code in fg was using hard coded 
cloud shape, hard coded cloud relative position between clouds, hard 
coded group of cloud around ksfo. The next implementation could do 
clouds everywhere on the planet, parametrable cloud shapes in an xml 
file (Harris was using a non editable binary format), parametrable cloud 
formation type.
Wasn't that some kind of improvement ? What could have been improved 
then is some new texture for the cloud particles or new shapes or 
whatever, frankly anybody could enhance what I did.
Hm wait, you did not realize that Harris clouds are *slow* and ppl on 
this list were using depreciated hardware...
Using his method to render the clouds is very easy to integrate in our code.


For what it's worth, I recently ported Harris' old SkyWorks code, on which his
contribution to FlightGear was based, to Linux for some playing around. I'll 
make
that code available soon, but I have to agree with Harald's critique of the old
code. In particular, the key illumination step for a particular cloud is *very*
expensive -- in the SkyWorks code it repeatedly reads back color values from 
the
frame buffer for each particle in a cloud -- which is why particular clouds 
were
hard-coded. Harris has since described algorithms that are more dynamic and 
which
require heavy-duty GPU firepower, something that always seems to be sensitive 
topic
here.

A free cloud library based on Harris' work, integratable with other OSG 
applications,
would attract a large following and would be a very cool thing. In the mean 
time,
in order to learn some of the issues, it would be very good to port Harald's 
plib-based
work into OSG FlightGear.

  

Are you suggesting a library based on Harris' work or Harald's? or both?

John


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Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread John Wojnaroski


AnMaster wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA512



John Wojnaroski wrote:
  

I've yet to see a system that IMHO tops what Mark Harris did a few years 
ago part of his doctoral thesis.

See http://www.lfstech.com/img/sfo_clouds.jpg.


Another thing, in that picture there are some lines out in the water at runway
28R and 28L. What are those lines? They don't seem to exist in current fgfs
scenery. Why? I can find some lines there if I look at google map.


That jpeg is a few years old and IIRC used FG-0.9.8 at that time.  I 
believe those are the structures that hold
the approach lights and rabbit lights for the runways.

John



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Re: [Flightgear-devel] Particle Systems

2007-09-01 Thread Curtis Olson
On 9/1/07, Detlef Faber wrote:

 Hello everybody,

 I've been playing around with OSGs Particle Systems and found this might
 be suitable to create some 3d clouds. But see yourself:

 http://www.sol2500.net/flightgear/ksfo-under-clouds.jpg
 http://www.sol2500.net/flightgear/cloudfront.jpg
 http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg
 http://www.sol2500.net/flightgear/bushfire.jpg

 Here is a zip containing the files.
 http://www.sol2500.net/flightgear/ParticleSys.tar.gz

 Put it in /Models/ and use the ufo to place them.
 clouds.xml creates a 20x20 km big cloud field.

 Sometimes particle systems do not work at once. They cannot (yet) be
 placed as static objects in the scenery. Finally they get clipped by the
 Cloud Layer, so be sure to switch off any clouds.

 Perhaps someone with knowlage of the weather system has an idea how to
 use these.


I'm only able to look at the still shots this afternoon, but the one thing I
wonder about with a partical system versus an imposter system is how would
the particles look as you move?  Do you get a sense of 3d or will things
look a bit strange if the texture is always turning and facing the camera?
Perhaps it will look good, but that is the first thing I'd look for.  But
maybe this system would work well for certain types of cloud layers?  From
the static screen shots it certainly looks promising.  Ground fires + water
bombing would be a cool thing  if we could put the forest fire into the
MP system some how so that we could work cooperatively to put out fires,
that would be another nifty thing. :-)

Regards,

Curt.
-- 
Curtis Olson - University of Minnesota - FlightGear Project
http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
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Re: [Flightgear-devel] Particle Systems

2007-09-01 Thread AJ MacLeod
On Saturday 01 September 2007 19:13:51 Detlef Faber wrote:

 I've been playing around with OSGs Particle Systems and found this might
 be suitable to create some 3d clouds. But see yourself:

Haven't tried them in FG yet, but I must say the screenshots look really nice.  
Even if they didn't end up being used for the main clouds for whatever 
reason, I'm sure your work will be very useful for other types of smoke / 
vapour (like in the bushfire screenshot). Have you tried using them for 
contrails, or engine exhaust smoke?

It's always great to get more eye candy in FG :-)

Cheers,

AJ

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Re: [Flightgear-devel] Particle Systems

2007-09-01 Thread Detlef Faber
Am Samstag, den 01.09.2007, 19:45 +0100 schrieb AJ MacLeod:
 On Saturday 01 September 2007 19:13:51 Detlef Faber wrote:
 
  I've been playing around with OSGs Particle Systems and found this might
  be suitable to create some 3d clouds. But see yourself:
 
 Haven't tried them in FG yet, but I must say the screenshots look really 
 nice.  
 Even if they didn't end up being used for the main clouds for whatever 
 reason, I'm sure your work will be very useful for other types of smoke / 
 vapour (like in the bushfire screenshot). Have you tried using them for 
 contrails, or engine exhaust smoke?

I like to, but I have not yet figured out how to move them relative to
the aircraft, so the contrails would get curved. This is definitely on
my wishlist. But I will add jet engine flames to the F-86.

 
 It's always great to get more eye candy in FG :-)
 
 Cheers,
 
 AJ
 
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Re: [Flightgear-devel] Particle Systems

2007-09-01 Thread Detlef Faber
Am Samstag, den 01.09.2007, 13:38 -0500 schrieb Curtis Olson:
 On 9/1/07, Detlef Faber wrote:
 Hello everybody,
 
 I've been playing around with OSGs Particle Systems and found
 this might
 be suitable to create some 3d clouds. But see yourself:
 
 http://www.sol2500.net/flightgear/ksfo-under-clouds.jpg
 http://www.sol2500.net/flightgear/cloudfront.jpg
 http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg
 http://www.sol2500.net/flightgear/bushfire.jpg
 
 Here is a zip containing the files.
 http://www.sol2500.net/flightgear/ParticleSys.tar.gz
 
 Put it in /Models/ and use the ufo to place them.
 clouds.xml creates a 20x20 km big cloud field.
 
 Sometimes particle systems do not work at once. They cannot
 (yet) be 
 placed as static objects in the scenery. Finally they get
 clipped by the
 Cloud Layer, so be sure to switch off any clouds.
 
 Perhaps someone with knowlage of the weather system has an
 idea how to
 use these.
 
 I'm only able to look at the still shots this afternoon, but the one
 thing I wonder about with a partical system versus an imposter system
 is how would the particles look as you move?  Do you get a sense of 3d
 or will things look a bit strange if the texture is always turning and
 facing the camera?  Perhaps it will look good, but that is the first
 thing I'd look for. 

The particles are basically round shaped and have little contrast, so
the movement isn't really disturbing. Flyinf through the cloud layer
looks authentic to me.
I am still experimenting to find the best balance between number and
size of particles.

  But maybe this system would work well for certain types of cloud
 layers?  From the static screen shots it certainly looks promising.  

Scattered to broken looks good, but the number of particles drops the
framerate. It is possible to create growing cumulus clouds (as indicator
of thermals) too.

 Ground fires + water bombing would be a cool thing  if we could
 put the forest fire into the MP system some how so that we could work
 cooperatively to put out fires, that would be another nifty
 thing. :-) 

I like to make the fires extingushable too, but before that I need to
figure out how to create falling water (with particles of course).

 
 Regards,
 
 Curt.
 
 -- 
 Curtis Olson - University of Minnesota - FlightGear Project
 http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/  
 http://www.flightgear.org
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Re: [Flightgear-devel] Particle Systems

2007-09-01 Thread AnMaster
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA512

In your picture there are odd sharp edges in the clouds, without that fixed
it would be unacceptable. See for example right part of clouds in
http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg

/AnMaster

Detlef Faber wrote:
 Hello everybody,

 I've been playing around with OSGs Particle Systems and found this might
 be suitable to create some 3d clouds. But see yourself:

 http://www.sol2500.net/flightgear/ksfo-under-clouds.jpg
 http://www.sol2500.net/flightgear/cloudfront.jpg
 http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg
 http://www.sol2500.net/flightgear/bushfire.jpg

 Here is a zip containing the files.
 http://www.sol2500.net/flightgear/ParticleSys.tar.gz

 Put it in /Models/ and use the ufo to place them.
 clouds.xml creates a 20x20 km big cloud field.

 Sometimes particle systems do not work at once. They cannot (yet) be
 placed as static objects in the scenery. Finally they get clipped by the
 Cloud Layer, so be sure to switch off any clouds.

 Perhaps someone with knowlage of the weather system has an idea how to
 use these.

 Greetings

 Detlef


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Re: [Flightgear-devel] Particle Systems

2007-09-01 Thread John Wojnaroski
I've yet to see a system that IMHO tops what Mark Harris did a few years 
ago part of his doctoral thesis.

See http://www.lfstech.com/img/sfo_clouds.jpg.

Someone made a decision a few years ago to replace rather than improve.  
Think we all lost a very promising
implementation, but there might be an opportunity to recover what was lost.

Stay tuned...

John

Detlef Faber wrote:
  

Hello everybody,

I've been playing around with OSGs Particle Systems and found this might
be suitable to create some 3d clouds. But see yourself:

http://www.sol2500.net/flightgear/ksfo-under-clouds.jpg
http://www.sol2500.net/flightgear/cloudfront.jpg
http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg
http://www.sol2500.net/flightgear/bushfire.jpg

Here is a zip containing the files.
http://www.sol2500.net/flightgear/ParticleSys.tar.gz

Put it in /Models/ and use the ufo to place them.
clouds.xml creates a 20x20 km big cloud field.

Sometimes particle systems do not work at once. They cannot (yet) be
placed as static objects in the scenery. Finally they get clipped by the
Cloud Layer, so be sure to switch off any clouds.

Perhaps someone with knowlage of the weather system has an idea how to
use these.

Greetings

Detlef


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Re: [Flightgear-devel] Particle Systems

2007-09-01 Thread Vivian Meazza
John Wojnaroski

 Behalf Of 
 Sent: 01 September 2007 21:47
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Particle Systems
 
 
 I've yet to see a system that IMHO tops what Mark Harris did 
 a few years 
 ago part of his doctoral thesis.
 
 See http://www.lfstech.com/img/sfo_clouds.jpg.
 
 Someone made a decision a few years ago to replace rather 
 than improve.  
 Think we all lost a very promising
 implementation, but there might be an opportunity to recover 
 what was lost.
 
 Stay tuned...
 
 John
 
 Detlef Faber wrote:
   
 
 Hello everybody,
 
 I've been playing around with OSGs Particle Systems and found this 
 might be suitable to create some 3d clouds. But see yourself:
 
 http://www.sol2500.net/flightgear/ksfo-under-clouds.jpg
 http://www.sol2500.net/flightgear/cloudfront.jpg
 http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg
 http://www.sol2500.net/flightgear/bushfire.jpg
 
 Here is a zip containing the files. 
 http://www.sol2500.net/flightgear/ParticleSys.tar.gz
 
 Put it in /Models/ and use the ufo to place them.
 clouds.xml creates a 20x20 km big cloud field.
 
 Sometimes particle systems do not work at once. They cannot 
 (yet) be 
 placed as static objects in the scenery. Finally they get 
 clipped by 
 the Cloud Layer, so be sure to switch off any clouds.
 
 Perhaps someone with knowlage of the weather system has an 
 idea how to 
 use these.
 
 Greetings
 
 Detlef
 
 

I'm with you on this one John, except I can't see how to integrate that
solution, or the particle solution with the weather radar. But perhaps some
real expert can ...

Vivian 


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Re: [Flightgear-devel] Particle Systems

2007-09-01 Thread Heiko Schulz
Hello,

are you sure?

Everone knows the system of 3D-clouds of MSFS?
Everyone knows the clouds of X-Plane?
And of SilverLine? 

They all are based on the work of Mark Harris! Even
the system of today are bnased on it, but got
improvements of the shading technic and the build of
the clouds.
The OSG-Particle-clouds of Detlef could be a beginning
for a new cloud system.

Windward has a new cloud system, which is used now in
Second Life. see here:
http://www.windwardmark.net/products.php?page=nimblesub=technology
The interesting thing: it is based on Ogre, a 3D
library for OpenGL and/or Direct3D which is under the
same licence like FGFS. 

Just my two cents
Greetings
HHS


--- John Wojnaroski [EMAIL PROTECTED] schrieb:

 I've yet to see a system that IMHO tops what Mark
 Harris did a few years 
 ago part of his doctoral thesis.
 
 See http://www.lfstech.com/img/sfo_clouds.jpg.
 
 Someone made a decision a few years ago to replace
 rather than improve.  
 Think we all lost a very promising
 implementation, but there might be an opportunity to
 recover what was lost.
 
 Stay tuned...
 
 John
 
 Detlef Faber wrote:
   
 
 Hello everybody,
 
 I've been playing around with OSGs Particle
 Systems and found this might
 be suitable to create some 3d clouds. But see
 yourself:
 

http://www.sol2500.net/flightgear/ksfo-under-clouds.jpg
 http://www.sol2500.net/flightgear/cloudfront.jpg

http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg
 http://www.sol2500.net/flightgear/bushfire.jpg
 
 Here is a zip containing the files.

http://www.sol2500.net/flightgear/ParticleSys.tar.gz
 
 Put it in /Models/ and use the ufo to place them.
 clouds.xml creates a 20x20 km big cloud field.
 
 Sometimes particle systems do not work at once.
 They cannot (yet) be
 placed as static objects in the scenery. Finally
 they get clipped by the
 Cloud Layer, so be sure to switch off any clouds.
 
 Perhaps someone with knowlage of the weather
 system has an idea how to
 use these.
 
 Greetings
 
 Detlef
 
 

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Re: [Flightgear-devel] Particle systems and tile changes

2006-03-28 Thread Lee Elliott
On Tuesday 28 March 2006 16:20, Tiago Gusmão wrote:
 Hi

 I'm trying to use particles (there was an older thread),
 basically they're working, but they're attached to the
 aircraft, which makes them not very useful.

 Here are a few screenshots:

 http://gusmao.home.sapo.pt/p1.jpg
 http://gusmao.home.sapo.pt/p2.jpg
 http://gusmao.home.sapo.pt/p3.jpg

 if i roll the aircraft, the particles will rotate along, and
 so on.

 I mailed Luca Masera (he developed particles in the past) and
 he has a different approach, He attaches the particle system
 to the scene root and modified the particle system so the
 emmiter moves with the aircraft, but not the referential.

 A few screenshots of his work:

 http://myweb.tiscali.co.uk/vmeazza/FlightGear/snapshot%20-%201
.jpg
 http://myweb.tiscali.co.uk/vmeazza/FlightGear/snapshot%20-%202
.jpg

 Unfortunately it seems his code is lost.
 But it had a problem, when the aircraft switched tiles, the
 referential was no longer valid. I'm thinking maybe this
 problem could be solved by calculating an equivalent
 referential when the tile changes. This is currently the big
 problem, and suggestions are welcome.

 I also think it would be nice to have the particle systems
 available as animations and that's my current approach but
 alternatives are welcome.

 Cheers,
 Tiago

Hi Tiago,

I can't offer any practical help or advice but a working particle 
system for FG would be great and could be useful in many areas.

I hope you stick with it and work something out :)

LeeE



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