- This is Not a request to extend the maximum distance (1000m) scripts can set via setDetailMapBlendPars --
The objective of this request is to extent the Area where the most visualy appealing blend of both Surface Textures and Detail Map occurs. Skip to GALLERY 2 for a synthesis (it is helpful to have either image 5 or 7 in sight while reading the following)
setDetailMapBlendPars allows scripts to dynamicaly change the limits where blend transition occurs, namely fullDetail (1st parameter) up to noDetail (2nd parameter)
Experiments* reveal that most visually appealing effects occur, not where these textures (Surface >< Detail) are at 100% each, but where they blend into each other, ie. at 50%. View examples GALLERY 1 linked bellow, area of interest in images is tentatively at the middle of the screen/vision (ignore 3rd image of each set "C" which modifies satellite texture and is another discussion):
*GALLERY 1 http://imgur.com/a/CCp7Z#0
This request aims at showing how it could be worthy to maximize the distance where the best blend is achieved. For example (less real world but just to illustrate the point):
setDetailMapBlendPars [200,400] results in having a very visually appealing blend at the distance of 300 meters. The transition appears to progress linearly with distance between set limits. The proposed implementation is to change this transition linearity profile to the following:
0 to 200 meters - fullDetail (no change, or alternatively, even considering the adoption of some blending at this level)
200 to 220 meters - 1st half of transition starts here
220 to 380 meters - "half" Detail blend is constant, aiming to maximize this distance (same appearence as at 300 meters in current engine implementation but spanning 160 meters)
380 to 400 meters - 2nd half of the transition resumes
400 to INF meters - noDetail (no change)
- actual transition distances (in this example, spaning 20 meters can be set according to requirements, still favouring smooth and sufficiently wide transition distances)
GALLERY 2 (http://imgur.com/a/81jch#0) attempts at explain visually the objective of this request.
Images from 1 to 3 - is an attempt at sinthetically reproduce the engine blend modes for the different distances and blend limits
Images from 4 to 6 - attempt at showing the proposed transition profiles
Image 7 shows how a custom Detail Map texture allow for even better results at breaking patterning, surface type transitions, even increasing higher "concurrency" with surface textures (ie. increasing blend percentage without obliterating the surface texture higher res detail)
Splendid Camera position used (use Ctrl+C and Ctrl+V):
["Stratis",[2221,5513,510],360,0.07,[-90,0],0,0,720.774,0.3,0]
Make sure to set Object Visibility down to 500 meters, keeping Overall confortably above that. {F22652} {F22653}