c172p
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Jagged lines in reflection in glass


On branch bug-1015
What's wrong with that? Just some reflection distorted by the glass, isn't it?
I'm a little concerned about the jagged lines. What exactly is it reflecting there? But perhaps the new reflection cubemap might reduce the severity of those lines?
What exactly is it reflecting there?
Some random image that is not a true reflection of the world outside.
But perhaps the new reflection cubemap might reduce the severity of those lines?
I don't think that's worth it to be honest. @wlbragg?
I don't remember exactly where I pointed it out, but I am not totally happy with the reflection cubes we are using, Problem is I don't know that we can "easily" improve upon them. They are Blender generated and are reflecting what you see in Blenders Model view, not real life (or in this case in sim). Because of the way models were historically put together they also don't contain any of the instruments. So the reflections aren't really even close but a distant facsimile. My suggestion is someone try to create new maps from in the sim VS in Blender. The issue there is the scale is not square. But if you could start the sim in the most square resolution you can, and basically crop the screen shot square, maybe we could achieve satisfactory results. I think they would look better with missing data (because of the dimensions and having to square crop) than full data cubes but using a facsimile of the rendered visual. I could be wrong, but I think it would look more realistic. As far as this glass distortion were seeing now, I don't know that that will change much because it is being viewed at such an extreme angle, I think.
They are Blender generated and are reflecting what you see in Blenders Model view
Are you sure about that? I took a look at them and they seemed to be using FG textures and everything. There are a bunch of cube maps in that FGDATA folder, but all of them look equally bad. :cry:
No. you right @gilbertohasnofb I was looking at the backup colored maps, specifically the red one...
However the ones were using do appear to be rendered from in the sim.

Although they do appear to be too dark in my opinion. I think we may be losing some detail. Also why the gray windows VS white? This was the original grayscale version that wasn't proportionally correct.

The first image are the old wrong proportioned gray scale versions..
These are what we are using now...

@wlbragg I think the reason we are using grey scale cockpit maps is because we have many different liveries for the cockpit but a single map, and back in the day we decided that a BW map would fit better with all of them. I still think that's an all right decision as the reflection is rarely that noticeable (in the sense of being able to really see cockpit parts and other things in the reflected image)
@gilbertohasnofb
I think the reason we are using grey scale cockpit maps is
I'm not questioning that, I agree.
Now my only "potential" issue is the gray scale maps we are using now. They have a gray (or darker) window area that I think should really be white? The area that is window is actually gray in color and I don't think that is right.
Also, as a whole they appear to be a little darker than the original "gray scale" ones we used to use. Those we replaced because they were distorted proportionally.
I see, I will take a look at that.
@wlbragg done, reflection maps should have a white background, could you please confirm if that improves the issue?
@wlbragg

Is that line meant to be half green and half white on the back window?
Is that line meant to be half green and half white on the back window?
No, but that's a livery mistake. I will fix that.
@legoboyvdlp I fixed this in the opened damage model PR branch refactor-damage-model
Further problem:

Looks to me that the ice formation is mapped just frontally and so it looks terrible on the sides.
@legoboyvdlp turn off that HUD and fly this beauty using its own instruments!! :rofl:
We should totally ban the HUD :stuck_out_tongue_winking_eye:
Can we verify the ice is not working on any sides? Also be aware of the fact that the front windshield is one piece and so if the front windshield has ice then the side is also included in the effect. This may have to do with the effects switch used to distinguished between the two different angles of glass. The more horizontal VS vertical glass.
We need to revisit this whole fog, rain, reflection effect and make sure we didn't inadvertently screw it up with the changing of the windshield.
I would like to see some good imaged of ice on all the windows.
We should totally ban the HUD stuck_out_tongue_winking_eye
Someone please make a PR for the main FG project removing that thing! :rofl:
@wlbragg Sorry for my ignorance, but how can I force the ice to appear on the glass?
But it does look the modifications to the glass made the effects a bit strange, the rain also looks distorted on the sides:

But it does look the modifications to the glass made the effects a bit strange, the rain also looks distorted on the sides:
Yes, that is a fact and there is no good solution to correct that. The reason is we have two modes to do the rain in the effect
<surface-mapping-scheme type="int">1</surface-mapping-scheme>
and
<surface-mapping-scheme type="int">2</surface-mapping-scheme>
Mode 1 is for more horizontal glass faces and mode 2 is for the vertical glass faces. Because our front window is one object now we can only assign mode 1. We used to assign mode 2 to the side objects. We still assign mode 2 to the door and aback seat side windows.
By the way, I just pushed the Blend and .ac turning on some objects I had off while doing the livery work. I forgot to turn them back on.
As far as the ice is concerned, I'll have to experiment before I can suggest a method to easily see it.
@gilbertohasnofb
I just started from KEQA, I had the aircraft started up and sitting on the runway at startup. It was sitting there for a little while and the I ctrl+U up to maybe 10-12 thousand feet. I opened the heater slider all the way for a minute or two, then opened the air slider all the way and it started to show the ice pretty quickly. I then shut both sliders and paused the simulation.

As you can see it is all working but indeed the windshield side glass is not looking good because of it being only one object and having to be assigned mode 1. The only solution is to separate the sides to their own objects like it was before so we can assign mode 2 to them (and put up with the hard edge) .
@wlbragg I see, thanks for the detailed post above.
The only solution is to separate the sides to their own objects so we can assign mode 2 to them.
What would be the side effect of doing that? Would that reinstate the issue of the glass looking a bit weird in the cockpit, which is what we had before?
Meaning, would it look again like this? https://github.com/c172p-team/c172p-detailed/issues/1010
Yes!
Hmm, so we have to choose between pretty glass vs pretty effects. What would be your preference? I am really unsure myself. The effects do not look good, but those are visible on 1% of flights while the front glass is always there. On the other, the divided glass does not look that bad and one can argue that that's totally acceptable in order to have the effects working well. What would you pick?
Here it is as before

The effect certainly looks better, but the glass does look a bit worse. We need a choice: what would you pick?
For completeness, here it is now.

I guess with the hard edge? I would like @onox and @legoboyvdlp to weight in!