TurfFX Effect Layer

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#redirect [[Help:TurfFX_Effect_Layer]]
 
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.
 
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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3. With TurfFX disabled, the Effect Layers are ignored entirely, and there is no performance penalty for those objects that are disabled.
 
3. With TurfFX disabled, the Effect Layers are ignored entirely, and there is no performance penalty for those objects that are disabled.
  
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=TurfFx Asset Creation=
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For detailed information on creating new grass types, crops, weeds etc, please visit [[Effect_Layer_Assets]]
  
==See Also==
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=See Also=
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[[Help:Effect_Layer_Dialog]]
 
[[Clutter_Effect_Layer]]
 
[[Clutter_Effect_Layer]]
  

Revision as of 16:31, 12 June 2018

  1. redirect Help:TurfFX_Effect_Layer

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.


Contents

Overview

A TurfFx asset is made up of individual polygon blades with many options to configure each blade in your Turf Effect Layer and within the asset itself. The individual asset creation process is explained in Effect_Layer_Assets.


Creating and Editing Turffx Layers in Surveyor

Turfeffectlayeredit.jpg

NOTE: To return to ground editing mode you select "Ground" option in the dropdown list in the above image


Effect Layer Window

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).

Turfeffectlayerwindow.jpg


Select

This allows you to select any existing effect layers to view and edit their parameters.

Turfeffectlayerselection.jpg


Delete

This button will delete the currently selected effect layer.

Effectlayerwindow1b.jpg


Add

This button will allow you to create a new effect layer.

Effectlayerwindow1c.jpg


Name

Enter a name for your effect layer.

Turfeffectlayername.jpg


Turffx-Asset

Select a "Turf" asset you want to use in your turffx layer from the dropdown list. Once selected and named, you can customise how this particular layer will be configured wherever it is painted throughout the route.

Note that if you want short grass and long grass, you need to create two different TurfFX layers.

Turfeffectlayerasset.jpg


Turffx-Density Data Binding

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).

Turfeffectlayerdensity.jpg

Turfeffectlayerdensitydefaultvalue.jpg

Turfdensity1.jpg

Turfdensity2.jpg

Turfdensity3.jpg

NOTE: The turffx-density parameter (int1, int2, int4 ...etc) determines how accurate your density will be when painting with the height up/down and sensitivity radius in the topology tab. For example, int1 will give you 1 click while painting to get 100% density (off or on). Int4 will give you 1 click for 1/3rd density, 2 clicks for 2/3rds density, 3 clicks for 3/3rds density. Obviously the more accuracy you need the more data will need to be stored so use the appropriate data binding for the effect you require.


Turffx-Height-Scale Data Binding

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).

Turfeffectlayerheightscale.jpg

Turfeffectlayerheightscaledefaultvalue.jpg


Geometry-Scale

This changes the height of your blade geometry in meters.

Turfeffectlayergeometryscale.jpg


Blade-Width

This changes the width of your blade geometry in meters.

Turfeffectlayerbladewidth.jpg


Blade-Width-Noise

This adds random variation to the width of your blade geometry.

Turfeffectlayerbladewidthnoise.jpg


Blade-Height-Noise

This adds random variation to the height of your blade geometry.

Turfeffectlayerbladeheight.jpg




Width-Scale-Near

This defines the shape of your blade geometry up close to the camera.

Turfeffectlayerwidthscalenear.jpg

Width-Scale-Far

This defines the shape of your blade geometry in the distance.

Turfeffectlayerwidthscalefar.jpg

Turfshape.jpg




Bending-Scale

Defines how much your blade geometry will bend in the wind. (bending strength for wind animation)

Turfeffectlayerbendingscale.jpg




Dispersal

Dispersal controls the radius around a seed point to place individual grass blades.

Turfeffectlayerdispersal.jpg

Turftdispersal.jpg




Bunching

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.

Turfeffectlayerbunching.jpg

Turftbunching.jpg


Expansion-constant

TBD


Expansion-multiplier

TBD


Number-of-seeds-multiplier

TBD


Painting Turffx

Using Height Up and Down Tool

Effect Layers are selected in the Advanced Topology Tab. When you change from Ground to any of the Effect Layers you have created, the Height Up, Height Down and Radius tools are used much like the tools in the Paint Tab.


Turfeffectlayerpainting.jpg

Using Area Fill Tool

You can also select an area and fill the area with your selected Effect Layer Binding. Set the Effect Fill Density slider when using the Fill tool to adjust the density of your effect layer.

Painting Tips

  • Effect Layers are data intensive, and so you need to work out where you require precision (e.g. in highly visible areas) and where you can use much less precision (e.g. away from the track areas)
  • Using 2.5m precision everywhere will consume your scene budget very quickly.
  • Using the turffx-height-scale tool will raise or lower existing effect layers only. (i.e. you need to paint some density prior to adjusting the height)
  • Experiment with different values such as using 0.001 for dispersal to get that "clumpy" look (then try 0.05, 0.5 etc for different looks)

Example Usage

TurfFX-Example0.jpg

TurfFX-Example1.jpg


Surveyor Bulk Editing Tools

In future updates we plan on expanding the TurfFX tools to enable global updates such as adding a TurfFX layer to an existing ground texture. These tools, when introduced, will greatly speed up the conversion process from older routes.

Hardware Limitations

TurfFX is developed by NVIDIA and is designed to takes advantage of high-end GPU's with substantial amounts of VRAM.

1. TurfFX is currently supported only for Windows.

2. Whereas Trainz will typically run (albeit slowly, or at reduced settings) on below-spec computers, TurfFX will need to be disabled entirely if the GPU is insufficient. We expect the minimum of a GeForce GTX 750 to get reasonable performance.

3. With TurfFX disabled, the Effect Layers are ignored entirely, and there is no performance penalty for those objects that are disabled.

TurfFx Asset Creation

For detailed information on creating new grass types, crops, weeds etc, please visit Effect_Layer_Assets

See Also

Help:Effect_Layer_Dialog Clutter_Effect_Layer

Back to Effect_Layer

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