FSDeveloper Community

Go Back   FSDeveloper Community > Microsoft Flight Simulator development > Scenery Design - Terrain Design > Ground2k4, SBuilder, SBuilderX

Ground2k4, SBuilder, SBuilderX Use this forum to discuss problems related to terrain scenery design programs like Ground2k4, SBuilder or SBuilderX

Reply
 
Thread Tools Display Modes
  #1  
Old 15 May 2012, 16:02
JPetroSS's Avatar
JPetroSS JPetroSS is offline
  greece
Location: Athens, LGAV
Join Date: Oct 2010
Posts: 419
Photoscenery not blending well

Hello guys,

I am trying to blend a satellite map into fsx, but I have bad results as you can see from the screenshot below.

I want to smoothly blend the photoscenery.......but I get this bad blending result

Why does this happen? Is my Photoshop rendering the TIFF file in low quality?
Attached Thumbnails
Click image for larger version

Name:	2012-5-15_22-54-36-651.jpg
Views:	136
Size:	400.6 KB
ID:	12153   Click image for larger version

Name:	2012-5-15_22-55-3-179.jpg
Views:	128
Size:	369.4 KB
ID:	12154  
Reply With Quote
  #2  
Old 16 May 2012, 13:25
arno's Avatar
arno arno is offline
  netherlands
Location: Amsterdam
Join Date: May 2004
Posts: 18,790
Send a message via Skype™ to arno
Hi,

This is quite normal if you look at how transparency is stored in DXT3 textures for example. I am not sure how the photoscenery BGL stores the transparency, but it could very well be that they only use a limited amount of bits for it.

Why do you need gradual blending in the water? Would it not make more sense to just stop at the shoreline?
__________________
Arno
If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper Administrator | Former Microsoft FS MVP
Quick links: My tools | Wiki | Download center | Blog
Reply With Quote
  #3  
Old 16 May 2012, 14:51
Golf-HotelDelta Golf-HotelDelta is offline
  unitedkingdom
Location: Harton Village
Join Date: Dec 2004
Posts: 7,924
I am not rich enough to use Photoshop, however I can get acceptable results using the Selections/Modify/Feather feature of Paint Shop Pro, or just use greyscale and paint the land white and water black and leave the greyscale inbetween:

__________________
George
Reply With Quote
  #4  
Old 16 May 2012, 15:00
JPetroSS's Avatar
JPetroSS JPetroSS is offline
  greece
Location: Athens, LGAV
Join Date: Oct 2010
Posts: 419
Quote:
Originally Posted by arno View Post
Hi,

This is quite normal if you look at how transparency is stored in DXT3 textures for example. I am not sure how the photoscenery BGL stores the transparency, but it could very well be that they only use a limited amount of bits for it.

Why do you need gradual blending in the water? Would it not make more sense to just stop at the shoreline?
Thanks Arno!

I do not want gradual blending.......
I am trying to avoid those "phases" the water-part of my photoscenery has...!

...and to be more specific here:
The water-part in the photoscenery is an underwater texture!! It is not like I left it as part of land!!

Last edited by JPetroSS; 16 May 2012 at 15:16.
Reply With Quote
  #5  
Old 16 May 2012, 15:17
arno's Avatar
arno arno is offline
  netherlands
Location: Amsterdam
Join Date: May 2004
Posts: 18,790
Send a message via Skype™ to arno
Try to only use black and white in your blend mask then. And do you also have a water mask or not?

Send from my phone using Tapatalk, so excuse the short sentences and possible typos
__________________
Arno
If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper Administrator | Former Microsoft FS MVP
Quick links: My tools | Wiki | Download center | Blog
Reply With Quote
  #6  
Old 16 May 2012, 21:21
LCSims LCSims is online now
  unitedstates
Join Date: Aug 2009
Posts: 454
Going pure black to pure white can cause some (what I call) dithering. Or to try and use an example, cut a piece of paper with scissors and you get a nice clean cut. Take a piece of paper, fold it and press down on the crease and then tear along the crease and you end up with a "dithered" edge. Not real neat.

Even a small blur between black and white helps to alleviate any display issues. Using two or three pixels for the blur should work OK.

The other thing I'm wondering, without an INF file to check the entries on, is whether there is the "Gaussian" command being called and if Resample is implementing it's own blur, with the shown results?
Reply With Quote
  #7  
Old 17 May 2012, 04:34
Golf-HotelDelta Golf-HotelDelta is offline
  unitedkingdom
Location: Harton Village
Join Date: Dec 2004
Posts: 7,924
You could try playing with SamplingMethod, personally I use "Point".
__________________
George
Reply With Quote
  #8  
Old 20 May 2012, 11:44
JPetroSS's Avatar
JPetroSS JPetroSS is offline
  greece
Location: Athens, LGAV
Join Date: Oct 2010
Posts: 419
Thanks for the interest and the help guys.

I understand that I'm using an ancient photoshop version and this is probably causing the problem of low quality rendering.

I must update to....CS6?

Not likely!
Reply With Quote
  #9  
Old 20 May 2012, 12:02
robystar robystar is online now
 
Location: Balkbrug, the Netherlands
Join Date: Oct 2006
Posts: 2,631
Send a message via Skype™ to robystar
Hi,

The underwater part is part of the scenery you will see from a plane.
So, if the water is clear, you will miss a part of the photoreal if you do not blend it.
I am using Gimp(as I have apparently even less money than George) , and they have a smudge tool that can make the transition between the photoreal coastline and the default water much more gradual.
I guess in Photoshop and in Paintshop as well.
Keep your watermask as it is but then use the blend mask to make the underwater rocks visible as well. That will make the scenery much more lifelike.
__________________
Ridentem dicere verum quid vetat (horatio) and I fully agree!
Reply With Quote
  #10  
Old 22 Jun 2012, 05:37
roger-wilco-66 roger-wilco-66 is offline
  germany
Join Date: Jan 2010
Posts: 159
The thread is a bit older, but as I do photoreal tropical coastline work in the moment I'll add some of my findings.
First, I wouldn't do too much gray gradience in the blend mask, because this is always visible in the scenery. As I understand, we are working with 8 bit grayscales here and this amounts to only 256 colors. Not much to begin with, and then you do that at quite low resolutions.
I found that if you make underwater structures visible by using grey blendmask, it is best to let the FSX ocean water mask handle the blue coloring of the sea floor and desaturate the underwater part on the phototile to a certain extend. Otherwise, the blue tones will get too dark or oversaturated. Another thing is that users might have different ocean textures installed, which have to mix with any color you introduce here.
I think making nice beach or coral phototiles is a real challenge.

Cheers,
Mark
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
use extisting autogen UTX, FSX with new photoscenery MichiMaster11 Autogen 6 08 Oct 2011 06:06
[FSXA] Optimum creation of photoscenery Airtrooper FSX terrain 0 01 May 2011 04:33
Photoscenery airport design tools Wantok Airport Design General 4 14 Aug 2008 20:19
photoreal Scenery! Southwest Ground2k4, SBuilder, SBuilderX 7 14 Aug 2008 01:01
Polygons & Vectors on PhotoScenery? boleyd Airport Design Editor 3 04 Jun 2008 15:02


All times are GMT -4. The time now is 14:07.

Kirsch designed by Andrew & Austin


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.