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.


Contents

Configuration

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 (the individual asset is explained in Asset Creation below).

Creating and Editing Turffx Layers

Turfeffectlayeredit.jpg


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

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.

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 50% density and another click for 100% density. Int4 will give you 1 click for 25% density, 2 clicks for 50% density, 3 clicks for 75% density and 4 clicks for 100% 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.

Turfeffectlayergeometryscale.jpg


Blade-Width

This changes the width of your blade geometry.

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


Painting Turffx

Turfeffectlayerpainting.jpg

Example Usage

TurfFX-Example0.jpg

TurfFX-Example1.jpg


Surveyor Bulk Editing Tools

TBD


Asset Creation

Asset Files

This section provides help with setup of your individual turf asset (config.txt and textures).

Turfassetfiles.jpg


Asset Textures

Turf requires an albedo, normal and parameters set of texture files.


Albedo Texture

RGB: The albedo map defines the base color of each texel. The sRGB color space is used.

A: The alpha channel provides a "black and white" masked alpha channel. Black indicates full transparency, meaning that the fragment is discarded. White indicates full opacity. Transparency will always cost more performance than a full opaque blade of turf so where possible try and reduce the amount of transparency in your texture.

Turfassetalbedo.jpg Turfsubtexturealbedo.jpg


Normal Texture

RGB: Surface normal map. This defines which way the surface is facing, relative to the interpolated vertex normals. Since this is an XYZ format rather than color data, it should never be modified in Photoshop. Using Photoshop to add a fourth channel or copy/paste smaller textures into a texture atlas is acceptable. Per-pixel manipulation or use of filters on the "RGB" channels is not acceptable.

A: Minimap Color Tinting. 0.0 avoids any color tinting from the minimap, while 1.0 tints each blade of grass with whatever ground texture minimap color it is positioned on top of.

Turfassetnormal.jpg Turfsubtexturenormal.jpg


Parameters Texture

This texture is the same as any other parameters texture in the new PBR materials format. See m.clutter or m.pbrmetal for an example of a parameters texture.

Turfassetparameters.jpg Turfsubtextureparameters.jpg


Asset Config.txt

First declare the normal config.txt tags. You must use a "turffx" kind and the trainz-build number must be 4.6 or avoid.

 kuid                                    <KUID>
 kind                                    "turffx"
 username                                "NAME"
 trainz-build                            4.6
 category-class                          "FF"

Next you will want to start the main season-turffx container. This container provides a lot of configuration for your turf asset.

 season-turffx
 {

Container "0" is for the season summer in this example. (see the "season-selector" below for clarification on this). We will also use container "1" for winter and "2" for above the snowline.

   0
   {

We declare our summer textures here.

     albedo-texture                      "summer_albedo.texture"
     normal-texture                      "summer_normal.texture"
     parameters-texture                  "summer_parameters.texture"

You now need to determine if you will be using 2 or 3 control points to generate your turf blades.

     num-control-points-per-blade        3


     expansion-constant                  0.5
     expansion-multiplier                0.1
     number-of-seeds-multiplier          0.15
     density-clamp-far                   500
     density-clamp-near                  0
     density-compensation-max            2
     density-falloff-power               6
     edge-offset-far                     0,0,0,0
     edge-offset-minimum                 0.004
     edge-offset-near                    0,0,0,0
     smoothness-clamp-far                20
     smoothness-clamp-near               0
     smoothness-falloff-power            2
     tessellation-level-far              1
     tessellation-level-near             16
     clutter-asset                       <kuid:661281:96392>
     clutter-draw-distance               100
     clutter-spacing                     1.4
   
     blade-control-points
     {
       0                                 0.02,0.7,0.1
       1                                 0.63,1.25,0.6
       2                                 1.1,1.15,0.95
     }
   }


   }
 }

CURVE

Adjust the curve of your blades based on 2 or 3 control points:

Turfpointcontrol.jpg

OFFSET

Set whether your blade needs edge offsets:

Turfedges.jpg

TESSELLATION

Determine the tessellation of your blades:

Turftessellation.jpg

COLOUR TINTING

Determine which parts of the blade to colour blend to match the ground texture:

Turfgroundcolor.jpg

FINAL TWEAKING

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.

Turfwheat.jpg


Hardware Limitations

As an NVIDIA-provided visual effect, there are some hardware requirements and limitations which apply to TurfFX.

1. TurfFX is currently supported only for Windows.

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.

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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