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FSX sbuilderx will not exclude default landclass when using a blendmask...

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Or so it would seem that the exclude feature to create CVX files to get rid of default landclass under photoreal is not working correctly with blendmasks. I am doing the blends with photoshop channels- degrees of grey, and some of my many experiments leave the default landclass either:

a. gone and replaced by the photoreal of the sandbars, etc... the underwater image, but no moving waves on the surface.

b. still visable but underwater

c. sitting on the surface, still under the photoreal, with no water on it.

Im using a combination of all 3 colors only as variations of greys and whites, saved as .BMP and run through resample. of course on a masked image and only on the water.

Its absolutely a great result everywhere that the default landclass doesnt poke out from under, but the only satisfactory way to fix it so far is to just blend the photo up to the coast, without having a nice 3D water effect showing.

heres the idea.
landclass issue 1.jpg


Here's basically what everything else looks like, and I think its a great way to do the blend.
landclass issue OK.jpg


You get a real nice tropical water color out of it.

Just gotta be a way to get rid of the default LC

Thanks! (and by the way I really appreciate everyone's reply, be it what it is!)
 
Hello:

The answer may be revealed in your INF file used with FS SDK Resample.

Normally separate sources (ex: 1 additional gray scale 8-bit TIF file or 2 alpha channels along with the 'visible' RGB aerial image channels in a TIF or TGA file) are used in a "multi-source" INF ...to define the water and blend mask data areas.


If you attach or post text from an example INF for one of your photo tiles, someone here may be better able to advise you. ;-)

GaryGB
 
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I am making the watermask and the Blendmask out of 1 .bmp and only processing 2 .bmp total with my inf file.
The answer to this problem was in the mix of colors I used for the actual blendmask, and after about 50 different trial versions, I finally came up with the perfect "magic" solution, and now everything is working correctly.
Thanks for looking!
 
Indeed, technically that approach can also work, but may require more trial-and-error depending on one's objectives. ;)


FYI: There are previously posted tutorials of such a work-flow as you seem to describe:

http://www.fsdeveloper.com/forum/threads/geotiff-blending.431787/

http://www.fsdeveloper.com/forum/threads/are-blend-masks-working-properly-in-p3dv2.433786/


Generally speaking, the '8-bit gray scale equivalent' which results from use of color masking certainly may work with less complications to control display of top and underlying water texture layers. :whiteflag

However, with land texture layers, if one sets blend transparency beyond a certain threshold value, one will begin to allow not only the 'visible image' to show through to the top, but also any associated underlying autogen if the texture is land class or FS SDK Resample photo-real imagery (...which is actually a special form of 'land class' as well). :alert:


Hmmm... One might wonder if there isn't a "magical" blend mask channel color / gray scale setting which allows multiple layers of autogen annotated textures to show through to the top in FS at run time ? :scratchch :yikes:

http://www.fsdeveloper.com/forum/threads/terrain_max_autogen_trees_per_cell.434273/


Glad to see you now have a method working better for your project ! :)

GaryGB
 
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