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E69_Brisafresca
September 8th, 2015, 07:57
Hi I am doing a photorealistic scenery with sbuilderx, for that I use the satellite images from Virtual Earth, however, when I have to make the tiles that include coastal I have a problem that cannot camouflage the FSX default coastline, I could do if the satellite image covering more of the ocean, but does not.

Could anyone tell me how to solve this problem of costs and give me some tips?

PS: I know how a watermask and blendmask done.

Thank you

Regards

Brisafresca

https://lh3.googleusercontent.com/s922krcTyrH13q89qq_aoeEmlcTY5zGYcl_VNS1q--klInxwKNkQi_LocLD7xY4tpJQJnd4pcaU2kc49x7l6i1n8tQch zTM3B_Kzx_Sk6osZL_-_CjWLoTi2isYHq3kJeK1f0BgaGvK1tCDPhO28YhnrVRTU42BZ9 qVCNMXTg05uXvFQh_xyDpnx3J_usVlJBZHfDU-Y-pqzFBjWN0H_0Q8q5ckCn-R3JAmiisDb0_sj_SEZyafb7y_bcE3TkHEro9JpQSLobjMLfGpV 3At2YoNoUo7Eq1jzRo2kACl8EqW86gvhDfgQYRj0BLB7viwQEf _Cw1Ve71H2j07129Fw168eXjeJX7QEKLtv_F2qgf8HFBzVLKXB y1Nm4_6k0tnxTFl4_SKyhmcJirjink_qKL5gw3gulAm4HVh2We TkOO3fdfdbu1rR-Jc74-E8tLBqEmdCU28c8BvyvmrhkWN898wodsfyqnRu6jsXyLV6ysOI 3mgCHbBF0RdESSQmp9ATekHZbXFNvMJMEXQDULf9J-I=w1676-h890-no

https://lh3.googleusercontent.com/EtZKlNL-qx95R7sYVAcuuk2xpGcTAvr8_pNsHOx6Bj_bv_EtGV8Gwz-DlKjBmd_e2HtOHGCRj8con6Lftc2Y5KIzMSCSb2cz2SCRxCp9h fgvAmjVXW4wpIrPK24jKZ322v2VrPVsY5zVSAH77LW8rGSNHQy jaYxb1eswqNXDkU8g-yL10tC52XDYmzdcQy2abazTfUwfBfA2cMZC_B-wQrNOMyQEcSty1dJ3oovRuJ5F6zm4_ES-FEmx0YFNyS6UmOWLhr8DzX3K2oRuunwqFsbuZ7BUwPF0TPWXzU k-S7FY2FwJR3yUgUn4fIIQuW-nfWB_KnNPRmUuWK2ju5pSVRLPHR5MVyXDSbEPb5yzJJWUx6NqO blnKc_w_ke6dEl41h27M0CmGe_adPrF--ipso4K9FsZXD5obKZdxQK-cYgkOK2Yp3hhKiMljAyYaSMjo2NGSctVApYsssPhweL1OgsZeT o3wzq5GUzOZ8TH1aV73hVzrCGckzei_oAMXbT4rWH61KM8Ce6q _fEFLZoQfEw=w1429-h922-no

roger-wilco-66
September 8th, 2015, 08:44
The top image looks like the default coastlines were not exluded, and the lower image looks like there is not a sufficient transition in the blend mask.

If we could see a screenshot of the SBX area showing the vector lines and polys (top) and a screenshot of the blendmask (lower) we could give an exact answer!


Cheers,
Mark

E69_Brisafresca
September 8th, 2015, 09:16
The top image looks like the default coastlines were not exluded, and the lower image looks like there is not a sufficient transition in the blend mask.

If we could see a screenshot of the SBX area showing the vector lines and polys (top) and a screenshot of the blendmask (lower) we could give an exact answer!


Cheers,
Mark

https://lh3.googleusercontent.com/RPc4KYCeyNTCYoLo7pAbMDatdkpkFVQ0gjFBq4L3P45Nsh4I-fAPx4gTNWNfBf3shDHhpaEz-EhMKKwTJIjRATaEXrWj6xoBA5qogREpEZW6jEYZbfIbG0eH0fK ZMmVvxfeF-8w54gRY56IejdEy7A3vrID52tbA9EeE9mFUkNtwniZuPtImu2q 4_nqDB2oizPHY4PKdfhDfotzRFWmyfinY1wKj5fqMu6zRyDoTd R1QDsAxHr7eYKoxENLibz3XbHST_bp9F8cYA8n054WIR66g9fw fzMiYRz7i4DmMGXr2xYqJJJaPm5lEaGiq5hXdQ9lTib7C29RfG krY8tqLd-UlyQUYGMua63k1Rl8TiqZdN15TsRAROwLO2kL7GdHwgnYY0c4H 9w8cfhHGXXHDmnYHpcxKdwfom5nWiqKdNY4hWlQsea-5fJJ3lU1-AKSogUM52boIWXwNXh6tPDj-VioqTfvdt997gcdCn4YyUtd4IJGBX5Qf07qQ4sMQSAv531vRgv eIqH2dFd7V6kuMJB0=w1677-h943-no

https://lh3.googleusercontent.com/sswaBZFQM97MEvTzsuh5X0WKvpAg7XghC53naQ59NO7IeRji5f 9uyiRXFMaFXW7pLL0FGS4joO17dRVo_UROozmhq9jn6LfP96oG 5fXzBaTmDxM4FQx51ka0NWmnXEWgIr0D5wTVTmCPg9YMvR_yf_ ti8v74-4qOnHmEgWEtaXtN5cRCMZFI0MviSy0GHRUMlYXLBnlHI_x7MtA PlVDm31ZLAJArFq7N4R_rm2hBwxYFJt9gMogn89ho2jzhZEA4m PgsR7JWY6CvxN3MShhbkUnnZwFRGUSW5rTmUkhtb9BNxOIvQxh ZswczI-V9GCaXWmjAH-Kwdr8SjPhzx6LJ1B9ubUOGZesqqdn5eR-duW4DARJEMtj_Cn1tKGhuCZy8GpWIngeE_ksWff-ZWBZFk54zT7hwFViBqKLWD0cds-C2geZLrUH2Q4lla6FQ-OOfdWASN-dM_DCe3BdHp3eXt87ZfyF_4djHEGvRbrU7wCAAG_6RcM-UVMzvW0ODSZJ9bkzqh6wtqosHStjCkaey17s=w1677-h943-no
https://lh3.googleusercontent.com/GgnRJB7OHiqZP6xgaqX6yml2Iiu9GtcPNcmr3KuAyusSJ-_80E1fSot1s_ACln02xMY8QgqeA8HuHsZQR49hzT1Xup0pb-wnZVP-cy1l3IbHgfQGLsNxVA4dhERa2lB68R3wKlS3Uypr0qgN4weq2i kJnDA9Whxum9CfPqJHUHBUi9uXkMFTlBV42l1-OskpvpqPs_brMOGNiQ54MvT-dSNWO-rk130iMPhkkWwA8LA139ZyU5UxCPVWFZb30tEcF8j7I4LybbaR VPFiid9O1gwk_xstGs6mccmEaufuCq9r9V0djl_XPd4F03bpTF 3Dy26MPk0Z_sYUsFjd0VxX_CTaivNEpTF63TKJY69i-hc5yP6k4x7prCPT2RXx7bQ1FXRU4c0bcqp0hw6aCCNnC3ajqNP qdV3XwNIP8Uq6Kmi3DAhL6yHMcA0p_b_Z1H-JjoQGfpZWNT28CRTvXh_zUuAghSFu7fmZdtbeA2xUnyGLCehol iQy2C7Cv_i2j_6ofjEn7WyQ9-sVULvwpbPjhLA=w1677-h943-no

https://lh3.googleusercontent.com/xmNDvLS87WJqSWvm2Qlhqv4-4NpmAe6shWyridaAcEvjRDaMLHmYkZuBr31l3qdRA1tAvXUuV3 uv3uFXlUgiJOSw6Vf2ddiSsUiknLpRetu17WPVgOxl9YieRtzW GJZt-9CgQsMC9V5ha0vETnuAUr-qucBwWXS7WhsDTmi7xBU_BvOO0K9m2O5YLOvZy_adIElHxobux UoN_l7TISuWuM0-PPVp-xwjIVMcfSx86Y_DkJu2m-UXQJeEhQGxo5aY0YTkxIJrvwu8L35PvTTyZ4LhuXvFQCwxu6ZY 5jTGnwH195uYTPNZeiB8S3Avn6bzC92R0YEKi0k63LonL5WBWu 2rVqkf7I4hfbw8H6LdCqnl-6X_5BsmGCEc69K9Kk8bjAPencFh62VWeLqOik5V1oB409bus_w d8TQkX0j0ot5UeZfgLsF1jPAFOirrIBMXntm93Ue5K0SlQQ1gw Nam-0JqGgmfbShWJ_QZkEPu5fc8oZgcN6HFhH0njQIS1DFq-Z_Y1EKPUtOaWwmjK8nVe9M=w1677-h943-no

falcon409
September 8th, 2015, 19:20
I don't see anything at all other than his signature animation.

roger-wilco-66
September 8th, 2015, 20:56
Yesterday I saw the screenshots in his first post, but now all links a broken.

Cheers,
Mark

E69_Brisafresca
September 8th, 2015, 22:58
Yesterday I saw the screenshots in his first post, but now all links a broken.

Cheers,
Mark





It is rare, from imgur:

http://i.imgur.com/H8XIOtq.png

http://i.imgur.com/9vHMWOC.png

http://i.imgur.com/GE9u93D.png

http://i.imgur.com/Ot0ZtCL.png

E69_Brisafresca
September 8th, 2015, 22:59
http://i.imgur.com/1p4UJwG.png

http://i.imgur.com/bI0XLpM.png

roger-wilco-66
September 8th, 2015, 23:46
Hi,

the way I see it is that you have a few overlapping problems here. The black part of the blendmask (transparent) must reach _into_ the opaque white part, in other words, the white part has to be smaller than what you start out with in the beginning of the work. The part of the edge in the screenshot 9vHMWOC.png is clearly visible in your blend mask image - it is drawn too far out and needs to be corrected by extending the black part and transition toward the coastline.

The visible coastline - the vector part - also should be corrected to resemble the shoreline that you see on the photo scenery. I would delete the vector shoreline and just keep the hydro poly in the area where the photo scenery is depicted. You also might want to add vertices to get a higher resolution. Otherwise you will have the ocean wave animation covering land parts, or missing in the sea. Looks strange when being close up (in P3D even weirder because the land would "wave" in 3D :-) ).

The little island needs to be corrected by deleting or exluding (if it's default) the poly you have now (too coarse) and making a new one with the photo-scenery in the background as reference. Include it in the blendmask and make a "real" island by defining a hole and attaching it to the main hydro poly.

Generally, from what I see, I would leave more room for the transition between transparent and opaque in the photoscenery. In other words, don't cut out the base photoscenery too close to the coastline. Leaving a nice overlapping chunk in the base tile gives you more space to work with, an even transition and you can include subtle under water features off the costline.

HTH,
Mark

E69_Brisafresca
September 9th, 2015, 02:36
Hi,

the way I see it is that you have a few overlapping problems here. The black part of the blendmask (transparent) must reach _into_ the opaque white part, in other words, the white part has to be smaller than what you start out with in the beginning of the work. The part of the edge in the screenshot 9vHMWOC.png is clearly visible in your blend mask image - it is drawn too far out and needs to be corrected by extending the black part and transition toward the coastline.

The visible coastline - the vector part - also should be corrected to resemble the shoreline that you see on the photo scenery. I would delete the vector shoreline and just keep the hydro poly in the area where the photo scenery is depicted. You also might want to add vertices to get a higher resolution. Otherwise you will have the ocean wave animation covering land parts, or missing in the sea. Looks strange when being close up (in P3D even weirder because the land would "wave" in 3D :-) ).

The little island needs to be corrected by deleting or exluding (if it's default) the poly you have now (too coarse) and making a new one with the photo-scenery in the background as reference. Include it in the blendmask and make a "real" island by defining a hole and attaching it to the main hydro poly.

Generally, from what I see, I would leave more room for the transition between transparent and opaque in the photoscenery. In other words, don't cut out the base photoscenery too close to the coastline. Leaving a nice overlapping chunk in the base tile gives you more space to work with, an even transition and you can include subtle under water features off the costline.

HTH,
Mark





ok I understand what you tell me, it would be better to create a blendmask / watermask to follow the contour of the exact coast and then remove the polygons of the coast of FSX, but the polygon tool is not used, how do I ?

Another good solution would be to use the clone tool, cloning an image of ocean FSX to draw the sea in the satellite image and then create a watermask / blendmask away from the contour of the coast, it would be easier, would not have to work with polygons, however I do not know if the sea would be realistic texture.

what do you think?



Thank you

Regards

Brisafresca

roger-wilco-66
September 9th, 2015, 05:01
The default vector does not match the photo scenery, of course, so you have to make your own for that part of the coast. You will need to employ exclusions and hydro polygons.

In essence, you trace the coastline in SBX, exclude hydro polys, default shorelines and anything that disturbs the scenery like misplaced bridges etc. on the land side. This will fille in land where in the default scenery is water), and make a hydro poly on or outside the QMID 11 grids of area of water covered. These hydro polys will also serve as "mother polys" for islands if you need to make some. I prefer to trace lines as the first step and make a copy that I convert to a poly later. The original undefined (has no FSX vector property) line is a backup in case I FUBAR the poly and it can serve as reference. But to each his own.

When I get home tonight I can send you a screenshot of the north coast of Africa (over 2000km coastline!) that I did some time ago, maybe then it's a bit clearer.
I used another approach for generating the coastline there, by using 30m satellite DEM Data in a GIS program where I let a function draw a line along the coast in all elevations of 30cm (IIRC). Worked quite well, but if your photo scenery is not too large I would do it by hand, it will match better and you are in control of the result.

As for your cloning idea, I'm not sure I quite understand. Try it and report us back your findings :-) One never stops learning!


Cheers,
Mark

E69_Brisafresca
September 10th, 2015, 10:30
The default vector does not match the photo scenery, of course, so you have to make your own for that part of the coast. You will need to employ exclusions and hydro polygons.

In essence, you trace the coastline in SBX, exclude hydro polys, default shorelines and anything that disturbs the scenery like misplaced bridges etc. on the land side. This will fille in land where in the default scenery is water), and make a hydro poly on or outside the QMID 11 grids of area of water covered. These hydro polys will also serve as "mother polys" for islands if you need to make some. I prefer to trace lines as the first step and make a copy that I convert to a poly later. The original undefined (has no FSX vector property) line is a backup in case I FUBAR the poly and it can serve as reference. But to each his own.

When I get home tonight I can send you a screenshot of the north coast of Africa (over 2000km coastline!) that I did some time ago, maybe then it's a bit clearer.
I used another approach for generating the coastline there, by using 30m satellite DEM Data in a GIS program where I let a function draw a line along the coast in all elevations of 30cm (IIRC). Worked quite well, but if your photo scenery is not too large I would do it by hand, it will match better and you are in control of the result.

As for your cloning idea, I'm not sure I quite understand. Try it and report us back your findings :-) One never stops learning!


Cheers,
Mark

Hi :wavey:

I tried to clone a ocean's texture and this is the result, I think that the transition from one ocean and one should be more soft. What do you think?

I will try the option of polygons.

Thank you

Cheers

Cool breeze

http://i.imgur.com/nNnP605.png

http://i.imgur.com/unMjdCP.png

http://i.imgur.com/uI8jaIG.png