Tech Support Blog

  • Subscribe to our RSS feed.
  • Twitter
  • StumbleUpon
  • Reddit
  • Facebook
  • Digg

Sunday, 4 January 2009

Who Is This Al Bedo Guy Anyway?

Posted on 07:11 by Unknown
That's Mr. Bedo to you!

Sometimes I end up learning the name for a computer graphics idea or technique long after I use it. So I was amused the other day to find out that the fancy computer-graphics name for the "daytime" textures in X-Plane (you know, the normal ones for OBJs and airplanes) are called albedo textures in technical terms - or rather they define the albedo component of the lighting equation.

This is handy because I had a nice big fancy word for _LIT textures: emissive. So now, armed with both technical terms, we can accurately describe the two parts of lighting that X-Plane usually specifies by texture: albedo and emissive.

Basically the albedo texture tells what color you see when light shines on it (or rather, how much of that light is reflected back to the viewer diffusely) - it represents color information that does not generate its own light. The emissive texture describes light created by the object, and thus visible under any circumstances.

X-Plane's lighting equation is thus typically:
albedo * brightness at that point + emissive
Where "brightness at that point" is the sum of all of the lighting effects from any number of lights, the sun, ambient light, etc.

Now there is something interesting about this lighting equation: the emissive component is added to the "modulated" albedo component. So what happens if:
  • Albedo is 100% (that is, white)
  • The brightness of the sun is 100% bright (really bright day) and
  • Emissive is non-zero?
Answer: the total lighting is more than 100%!

100% of what? These lighting values are described in terms of the range of color your monitor can output, from black (0%) to white (100%). So if we have a lighting value of 120%, basically it shows up as white (100%) and the "extra" white is lost. The result is a loss of color accuracy and detail.

For 930 I have a to-do item to scale down all emissive light by a constant factor when the day time overall brightness is high.

The idea is this: in the real world, your eyes have non-linear, adjustable sensitivity to light (and the sun is really, really bright). So when the sun is out, the amount of light added by a neon sign is trivial compared to the light already on the sign from the sun. At night the sign's light is much more significant because it is relatively dark (thus the sign is in a more sensitive part of your vision and your eyes are adjusted).

In X-Plane, scaling down the emissive texture during the day will simulate its lesser effect during the day.

One more note on emissive vs. albedo texturing: ATTR_emission_rgb basically sends a certain portion of the day time (albedo) texture to the emissive part of X-Plane's lighting. But the emissive (LIT) texture is still used. So if you use ATTR_emission_rgb, don't set the emission level to full (1.0 1.0 1.0) and use a very bright _LIT texture; the result will be more than 100% brightness.
Email ThisBlogThis!Share to XShare to FacebookShare to Pinterest
Posted in modeling | No comments
Newer Post Older Post Home

0 comments:

Post a Comment

Subscribe to: Post Comments (Atom)

Popular Posts

  • Developer Hardware
    So...just how awesome is my main development machine? Not that awesome. Periodically users ask me what my setup is. Usually the user wants...
  • That's one biiiiig polygon
    Something I'm seeing now that WED is in beta: airport layouts with the entire taxiway structure made from one really complex polygon. I...
  • Caught With My Pants Down
    My friends say I have become a technological curmudgeon...whenever a new gadget or device or operating system comes out, I just grumble abo...
  • Who Am I?
    This week we've seen an increase in questions from new users, potential customers (both in the consumer and professional spaces) and thi...
  • Mirrored Normal Maps
    Normal maps in X-Plane 940 have a funny property: if you flip the normal map horizontally or vertically, the bumps change direction. Things...
  • What is a panel region?
    X-Plane 9 introduces a new OBJ feature: panel regions. The basic idea is this: In X-Plane 8 you could use the 2-d panel as a texture in you...
  • The Future of WED
    WED 1.0 has gone RC . The on ly change from beta 5 is that I have the latest manual changes from Tom (including Cormac's illustrations ...
  • The 3-d Panel Is Not Always Necessary
    There is no need to use the 3-d panel if you only want 3-d cockpit. That might be the most counter-intuitive statement in the entire univers...
  • OS X 10.6.3 Performance
    OS X 10.6.3 is out. Besides adding a bunch of OpenGL extensions*, it looks like vertex performance is improved on nVidia hardware. My quic...
  • Bad Alloc Crashes in 920 - Bad Timing
    I just received a series of reports today that certain converted scenery will cause X-Plane to crash with a "bad alloc" error. Ba...

Categories

  • absurdly cute
  • Air Traffic Control
  • aircraft
  • Android
  • animation
  • announce
  • cockpits
  • documentation
  • drivers
  • file formats
  • global scenery
  • Goofy Screenshots
  • hacks
  • hardware
  • hobbies
  • inside x-plane
  • installer
  • ipad
  • iphone
  • legal
  • localization
  • modeling
  • off topic
  • palm pre
  • panels
  • performance
  • plugins
  • political
  • scenery system
  • tools
  • X-Plane 10
  • XSquawkBox

Blog Archive

  • ►  2011 (12)
    • ►  February (1)
    • ►  January (11)
  • ►  2010 (111)
    • ►  December (4)
    • ►  November (4)
    • ►  October (10)
    • ►  September (9)
    • ►  August (12)
    • ►  July (8)
    • ►  June (4)
    • ►  May (13)
    • ►  April (13)
    • ►  March (11)
    • ►  February (12)
    • ►  January (11)
  • ▼  2009 (130)
    • ►  December (16)
    • ►  November (11)
    • ►  October (6)
    • ►  September (16)
    • ►  August (12)
    • ►  July (11)
    • ►  June (9)
    • ►  May (5)
    • ►  April (10)
    • ►  March (9)
    • ►  February (9)
    • ▼  January (16)
      • Who Am I?
      • The News
      • Glass Objects
      • Broken Panels
      • Two Squashed Bugs for 930
      • Unfinished Business
      • Panel Texture and Panel Clicking
      • What Happened to X-Plane 910
      • Which is Faster: Panel Texture or 3-d Instruments
      • Fixing Panel Editing in AC3D
      • Robin Redoes the Airport Data Page
      • Accidental Contracts
      • Al Bedo Makes an Omlette
      • File Name Replacement Vs. the Library
      • Who Is This Al Bedo Guy Anyway?
      • Failed Ideas and Two-Core Rendering
  • ►  2008 (147)
    • ►  December (18)
    • ►  November (10)
    • ►  October (7)
    • ►  September (11)
    • ►  August (15)
    • ►  July (9)
    • ►  June (14)
    • ►  May (9)
    • ►  April (14)
    • ►  March (13)
    • ►  February (6)
    • ►  January (21)
  • ►  2007 (100)
    • ►  December (17)
    • ►  November (13)
    • ►  October (13)
    • ►  September (9)
    • ►  August (17)
    • ►  July (7)
    • ►  June (4)
    • ►  May (6)
    • ►  April (9)
    • ►  March (2)
    • ►  February (3)
Powered by Blogger.

About Me

Unknown
View my complete profile