TurfFX Effect Layer

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=Configuration=
 
=Configuration=
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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]]
 
[[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 one asset to be generated for your 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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TBD
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[[File:turfeffectlayergeometryscale.jpg]]
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=== Blade-Width ===
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TBD
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[[File:turfeffectlayerbladewidth.jpg]]
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=== Blade-Width-Noise ===
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TBD
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[[File:turfeffectlayerbladewidthnoise.jpg]]
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=== Blade-Height-Noise ===
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TBD
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[[File:turfeffectlayerbladeheight.jpg]]
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=== Width-Scale-Near ===
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TBD
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[[File:turfeffectlayerwidthscalenear.jpg]]
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=== Width-Scale-Far ===
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TBD
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[[File:turfeffectlayerwidthscalefar.jpg]]
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=== Bending-Scale ===
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TBD
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[[File:turfeffectlayerbendingscale.jpg]]
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=== Dispersal ===
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TBD
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[[File:turfeffectlayerdispersal.jpg]]
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=== Bunching ===
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TBD
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[[File:turfeffectlayerbunching.jpg]]
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== Painting Clutter ==
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[[File:paintingeffectlayers1.jpg]]
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Revision as of 12:58, 4 December 2017

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

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 one asset to be generated for your 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


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

TBD

Turfeffectlayergeometryscale.jpg


Blade-Width

TBD

Turfeffectlayerbladewidth.jpg


Blade-Width-Noise

TBD

Turfeffectlayerbladewidthnoise.jpg


Blade-Height-Noise

TBD

Turfeffectlayerbladeheight.jpg


Width-Scale-Near

TBD

Turfeffectlayerwidthscalenear.jpg


Width-Scale-Far

TBD

Turfeffectlayerwidthscalefar.jpg


Bending-Scale

TBD

Turfeffectlayerbendingscale.jpg


Dispersal

TBD

Turfeffectlayerdispersal.jpg


Bunching

TBD

Turfeffectlayerbunching.jpg



Painting Clutter

Paintingeffectlayers1.jpg


Example Usage

TurfFX-Example0.jpg

TurfFX-Example1.jpg

Asset Creation

Asset Parameters

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.

SHAPE

Determine the shape of your blade:

Turfshape.jpg

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

DISPERSAL

Adjust the dispersal of your blades:

Turftdispersal.jpg

BUNCHING

Adjust how blades bunch together:

Turftbunching.jpg

DENSITY

Set the number of seeds to plant which controls the overall density:

Turfdensity1.jpg

Turfdensity2.jpg

Turfdensity3.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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