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Chris Bell

welcome to our forums Phil,

there is more to vEarth than meets the eye,

we do have a higher LOD imagery set then what we are rendering out,

since we are detecting every item off the imagery then placing it as an object; we feel a higher res image set has a much less value for this type of project,

the only place you will focus more on the image below is actually in very rural underpopulated areas,

in populated areas you will mainly see objects not the imagery itself as it gets blocked by objects placed over;

imagery below becomes secondary and only fills up gaps in between,

 

 

 

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tjpietro

Excited for vEarth release. Add me to your beta wish list team.

 

Tim

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Manny
On 6/3/2017 at 3:11 AM, Chris Bell said:

welcome to our forums Phil,

there is more to vEarth than meets the eye,

we do have a higher LOD imagery set then what we are rendering out,

since we are detecting every item off the imagery then placing it as an object; we feel a higher res image set has a much less value for this type of project,

the only place you will focus more on the image below is actually in very rural underpopulated areas,

in populated areas you will mainly see objects not the imagery itself as it gets blocked by objects placed over;

imagery below becomes secondary and only fills up gaps in between,

 

 

 

 

 

Hi Chris.. This is exciting and I totally agree with you on the subject of Rural vs Metro areas where in Metro areas, you could do with not the highest resolution texture since you would overlay with objects (Trees and buildings)

 

So could we have a combo of very high resolution vs low resolution depending on the areas? Rural vs MEtro? e.g., Arizona, Utah, Nevada, very high resolution textures while in cities where its going to be crowded with buildings you could use  lower resolution? In So cal, mountain and dester area, have high resolution but in LA area, lower resolution since we would have tons of autogens?

 

And why 4 seasons? Don't you have to have 4 seasons of textures taking up so much space? Could we not have a combo depending on areas? South west just 1 season and NE with 2 or 3 seasons? Economizing rather than one size fit all? Just a thought

Edited by Manny
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Chris Bell

no we have not forget about this project,
we have come a long ways, i thought id share few images from a recent test rendering,

 

2018-9-6_0-25-43-521.jpg

 

2018-9-6_0-29-38-268.jpg

 

2018-9-6_0-20-37-764.jpg

 

2018-9-6_0-30-17-483.jpg

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Saldo
2 hours ago, Chris Bell said:

no we have not forget about this project,
we have come a long ways, i thought id share few images from a recent test rendering,

 

2018-9-6_0-25-43-521.jpg

 

2018-9-6_0-29-38-268.jpg

 

2018-9-6_0-20-37-764.jpg

 

2018-9-6_0-30-17-483.jpg

 

That looks really nice. 

In the past I have tried TP but that gave blurries above 80 knots.

Knowing you this will be way better.

 

Is it far in development ? Very curious here ..

 

😎

 

Regards,

Gerard

Edited by Saldo
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Chris Bell

Hi Gerard :)

indeed this project is in alpha stage; this is a random test area in Delaware,

you can see our proprietary building, trees categorized by type age and size, water detection all working in harmony,

we are working on PR color correction atm :) 

 

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Kevin Firth
2 hours ago, Chris Bell said:

Hi Gerard :)

indeed this project is in alpha stage; this is a random test area in Delaware,

you can see our proprietary building, trees categorized by type age and size, water detection all working in harmony,

we are working on PR color correction atm :) 

 

Buildings still need a bit of work, couple of overly large and missized roofs there (but the buildings look much better in the 2nd pic) Trees look good :) Cheers K

Edited by Kevin Firth
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Chris Bell

what are you... a detective? xD

that's correct Kevin; roofs were not finalized yet,

we intend on detecting each roof color before placing them; atm these are random roofs,


we were mainly focused on matriculates building and tree placements,

mind you this is not done by hand; our process is completely automated start to finish with no human intervention,

those are individually detected trees, crossed reference with their type, age, and size derived from real world vegetation db,

 

we plan on updating all of these textures but for initial release we will use native sim objects with native textures over Photoreal,

 

2018-9-6_0-25-43-521.jpg

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deca

Hello,

 

It's very promising, I'm looking forward to the next step with great enthusiasm.

 

Emmanuel

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