TurfFX Effect Layer

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The TurfFX Effect Layer is an [[Effect Layer]] type which is used to render grass (and similar foliage). As with all effect layers, turf is painted onto the terrain and automatically generates appropriate geometry for the area surrounding the camera. As compared to the [[Clutter Effect Layer]], TurfFX offers less flexibility but substantial improvements to performance which in turn allows for greater density at greater draw distances and effective wind-synchronised animation.
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#redirect [[Help:TurfFX Effect Layer]]
 
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=Configuration=
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== Creating and Editing Turffx Layers ==
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[[File:turfeffectlayeredit.jpg]]
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=== Effect Layer Window ===
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The Effect Layers window allows you to edit your effect properties. The UI in this window will change based on what effect you choose (clutter, turf, something else).
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[[file:turfeffectlayerwindow.jpg]]
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==== Select ====
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This allows you to select any existing effect layers to view and edit their parameters.
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[[File:turfeffectlayerselection.jpg]]
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==== Delete ====
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This button will delete the currently selected effect layer.
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[[File:effectlayerwindow1b.jpg]]
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=== Add ===
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This button will allow you to create a new effect layer.
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[[File:effectlayerwindow1c.jpg]]
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==== Name ====
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Enter a name for your effect layer.
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[[File:turfeffectlayername.jpg]]
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==== Turffx-Asset ====
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This is where you select a turf asset to be generated for your entire turffx layer. Select an asset you want used in your turffx layer from the dropdown list.
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[[File:turfeffectlayerasset.jpg]]
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==== Turffx-Density Data Binding ====
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The "turffx-density" options and associated "constant" value control the [[Effect Layer Data Binding]] (read this link for details) which controls the density of this turffx layer across the route. Density ranges from 0.0 (no turf present) to 1.0 (maximum density).
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[[File:turfeffectlayerdensity.jpg]]
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[[File:turfeffectlayerdensitydefaultvalue.jpg]]
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==== Turffx-Height-Scale Data Binding ====
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The "turffx-height-scale" options and associated "constant" value control the [[Effect Layer Data Binding]] (read this link for details) which controls the height of this turffx layer across the route. Height ranges from 0.0 (no turf present) to 1.0 (maximum height).
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[[File:turfeffectlayerheightscale.jpg]]
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[[File:turfeffectlayerheightscaledefaultvalue.jpg]]
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==== Geometry-Scale ====
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This changes the height of your blade geometry.
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[[File:turfeffectlayergeometryscale.jpg]]
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==== Blade-Width ====
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This changes the width of your blade geometry.
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[[File:turfeffectlayerbladewidth.jpg]]
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==== Blade-Width-Noise ====
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This adds random variation to the width of your blade geometry.
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[[File:turfeffectlayerbladewidthnoise.jpg]]
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==== Blade-Height-Noise ====
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This adds random variation to the height of your blade geometry.
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[[File:turfeffectlayerbladeheight.jpg]]
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==== Width-Scale-Near ====
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This defines the shape of your blade geometry up close to the camera.
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[[File:turfeffectlayerwidthscalenear.jpg]]
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==== Width-Scale-Far ====
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This defines the shape of your blade geometry in the distance.
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[[File:turfeffectlayerwidthscalefar.jpg]]
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==== Bending-Scale ====
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Defines how much your blade geometry will bend in the wind. (bending strength for wind animation)
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[[File:turfeffectlayerbendingscale.jpg]]
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==== Dispersal ===
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Dispersal controls the radius around a seed point to place individual grass blades.
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[[File:turfeffectlayerdispersal.jpg]]
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==== Bunching ====
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Bunching controls radial alignment of individual grass blades around the seed point. Bunching equal to one (1) produces maximally aligned distribution of grass blades, while zero (0) would result in completely random distribution.
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[[File:turfeffectlayerbunching.jpg]]
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== Painting Clutter ==
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[[File:turfeffectlayerpainting.jpg]]
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=Example Usage=
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[[File:TurfFX-Example0.jpg|1000px]]
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[[File:TurfFX-Example1.jpg|1000px]]
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=Asset Creation=
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==Asset Parameters==
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TurfFx is made up of individual polygon blades with many options to configure each blade in your Turf Effect Layer and within the asset itself.
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===SHAPE===
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Determine the shape of your blade:
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[[file:turfshape.jpg]]
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===CURVE===
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Adjust the curve of your blades based on 2 or 3 control points:
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[[file:turfpointcontrol.jpg]]
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===OFFSET===
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Set whether your blade needs edge offsets:
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[[file:turfedges.jpg]]
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===TESSELLATION===
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Determine the tessellation of your blades:
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[[file:turftessellation.jpg]]
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===DISPERSAL===
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Adjust the dispersal of your blades:
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[[file:turftdispersal.jpg]]
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===BUNCHING===
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Adjust how blades bunch together:
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[[file:turftbunching.jpg]]
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===DENSITY===
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Set the number of seeds to plant which controls the overall density:
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[[file:turfdensity1.jpg]]
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[[file:turfdensity2.jpg]]
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[[file:turfdensity3.jpg]]
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===COLOUR TINTING===
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Determine which parts of the blade to colour blend to match the ground texture:
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[[file:turfgroundcolor.jpg]]
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===FINAL TWEAKING===
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In addition to the adjustments above, you can also tweak the height, width, bending-scale for wind animation and many more parameters to create all different sorts of grass and grass-like ground cover.
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[[file:turfwheat.jpg]]
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=Hardware Limitations=
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As an NVIDIA-provided visual effect, there are some hardware requirements and limitations which apply to TurfFX.
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1. TurfFX is currently supported only for Windows.
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2. TurfFX requires a GPU with substantial amounts of VRAM. Whereas Trainz will typically run (albeit slowly, or at reduced settings) on below-spec computers, TurfFX may need to be disabled entirely if the GPU is insufficient.
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Trainz offers a fallback mode which effectively replaces the TurfFX layer with an equivalent Clutter layer. This results in a weaker but still acceptable overall visual result. Alternatively, the user may opt to disable TurfFX entirely, in which case the TurfFX Effect Layers become invisible.
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Latest revision as of 16:35, 12 June 2018

  1. redirect Help:TurfFX Effect Layer
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