Re: HDR / PBR / compositor info
Josh Davidson <[email protected]> Mon, 13 Jul 2026 13:40:28 +0000
| Newsgroups | gmane.games.flightgear.devel |
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--===============2564480241022648495== Content-Language: en-US Content-Type: multipart/alternative; boundary="_000_DS7PR07MB7734CC06579144B41C4A3162CCFA2DS7PR07MB7734namp_" --_000_DS7PR07MB7734CC06579144B41C4A3162CCFA2DS7PR07MB7734namp_ Content-Type: text/plain; charset="Windows-1252" Content-Transfer-Encoding: quoted-printable Hi, About emission, I understand however since AC3D is still supported I would = like to be able to make that work still, and I rely on that for indicator l= amp and panel integral backlighting in a lot of aircraft. I don't really understand then so what would replace emission for something= like a lamp where when the lamp is on I want to add emission to it and not= with the PBR world? I understand what you're saying however when I'm saying is that if the flig= ht model and everything are still using the Z up direction then I really th= ink we need to keep the models with the Z up as well. Things get really con= fusing really fast if I have to start juggling coordinate transforms. So even though technically the standard is different, the application in fl= ightgear is that Z is the up direction and personally I think that we shoul= d keep things uniform. Not doing that makes things quite complicated from an aircraft point of vie= w and means converting a model from AC to glTF requires manual rework at le= ast unless some script is available and in my experience that can sometimes= be troublesome depending on exactly what is used. Perhaps a good script ca= n be developed but still it seems like an unnecessary burden. Plus adding the annoyance of having different coordinate systems in the sam= e program. Kind Regards, -- Josh Davidson ________________________________ From: James Turner <[email protected]> Sent: Monday, 13 July 2026 08:08:29 To: FlightGear developers discussions <[email protected]= et> Subject: Re: [Flightgear-devel] HDR / PBR / compositor info On 10 Jul 2026, at 07:32, Josh Davidson <[email protected]> wrot= e: Basically, it would be so cool if we could reduce the amount of "unnecessar= y breaking" occurring in the glTF migration. There=92s two aspects to this: - we want to move as close to standard glTF as possible, in many areas: coo= rdinates, handling of nested files, animations, PBR materials, transparency= , etc. AC3D was always a quirky format choice, glTF is the defacto modern s= tandard in this space. Being as closely aligned as we can, makes it much ea= sier to use existing glTF assets directly in FlightGear with, ideally, zero= changes. In the long term, this would mean encoding all our custom animations as glT= F extensions, so we can ditch the wrapper XML as well, but probably that=92= s an incremental journey, where we support more and more things either insi= de the glTF file (where eg, Blender can see it), or outside. Next week I=92m actually joining a Khronos / SIGGRAPH session (remotely) on= future glTF enhancements, and eg the recent major version added support fo= r =92sub models=92 which of course we need. I=92m going to be looking out f= or what else is missing to make our XML format redundant, if we possibly ca= n. But it=92s going to be a journey for sure. BUT, the second thing: - most of the changes should be handled by tooling, not manually performed.= I.e we need to start creating some scripts (likely in Blender again, since= it has a Python APi and all the building blocks) to read an ACD3 + XMl, an= d produce an updated glTF with correct coordinates and such. This won=92t b= e able to automatically fix up some aspects (see below), especially, the me= tal/roughness/albedo textures, but most other things should be automatic. L= ikely we end up with some scripts that require some user guidance, but it s= hould be a one-time operation. (I=92m also wondering if we can use an image-aware LLM to do the texture co= nversion, since my impression is this the most time-consuming manual step := i.e classify areas of existing diffuse/specular textures into =91probably = painted aluminium=92 or =91vinyl=92, and then derive corresponding metallic= /roughness/albedo data=85 if anyone wants to play with that, would be welco= me) I would also like to ask why the emission animation was removed? What about= existing AC3D models? What if I need to make something light up conditiona= lly? What do I do then? Straight emission doesn=92t make sense in the PBR world, as I understand it= . The standard PBR solution would be image-based-lighting, i.e you create e= ssentially an emission map, but I don=92t know if the current PBR code actu= ally supports IBL yet. (Hopefully James or Stuart know better) Kind regards, James --_000_DS7PR07MB7734CC06579144B41C4A3162CCFA2DS7PR07MB7734namp_ Content-Type: text/html; charset="Windows-1252" Content-Transfer-Encoding: quoted-printable <html> <head> <meta http-equiv=3D"Content-Type" content=3D"text/html; charset=3DWindows-1= 252"> </head> <body> <div dir=3D"auto" style=3D"font-family: Aptos, Aptos_MSFontService, -apple-= system, Roboto, Arial, Helvetica, sans-serif; font-size: 12pt; color: rgb(3= 3, 33, 33);"> Hi,</div> <div dir=3D"auto" style=3D"font-family: Aptos, Aptos_MSFontService, -apple-= system, Roboto, Arial, Helvetica, sans-serif; font-size: 12pt; color: rgb(3= 3, 33, 33);"> About emission, I understand however since AC3D is still supported I would = like to be able to make that work still, and I rely on that for indicator l= amp and panel integral backlighting in a lot of aircraft.</div> <div dir=3D"auto" style=3D"font-family: Aptos, Aptos_MSFontService, -apple-= system, Roboto, Arial, Helvetica, sans-serif; font-size: 12pt; color: rgb(3= 3, 33, 33);"> <br> </div> <div dir=3D"auto" style=3D"font-family: Aptos, Aptos_MSFontService, -apple-= system, Roboto, Arial, Helvetica, sans-serif; font-size: 12pt; color: rgb(3= 3, 33, 33);"> I don't really understand then so what would replace emission for something= like a lamp where when the lamp is on I want to add emission to it and not= with the PBR world? </div> <div dir=3D"auto" style=3D"font-family: Aptos, Aptos_MSFontService, -apple-= system, Roboto, Arial, Helvetica, sans-serif; font-size: 12pt; color: rgb(3= 3, 33, 33);"> <br> </div> <div dir=3D"auto" style=3D"font-family: Aptos, Aptos_MSFontService, -apple-= system, Roboto, Arial, Helvetica, sans-serif; font-size: 12pt; color: rgb(3= 3, 33, 33);"> I understand what you're saying however when I'm saying is that if the flig= ht model and everything are still using the Z up direction then I really th= ink we need to keep the models with the Z up as well. Things get really con= fusing really fast if I have to start juggling coordinate transforms.</div> <div dir=3D"auto" style=3D"font-family: Aptos, Aptos_MSFontService, -apple-= system, Roboto, Arial, Helvetica, sans-serif; font-size: 12pt; color: rgb(3= 3, 33, 33);"> <br> </div> <div dir=3D"auto" style=3D"font-family: Aptos, Aptos_MSFontService, -apple-= system, Roboto, Arial, Helvetica, sans-serif; font-size: 12pt; color: rgb(3= 3, 33, 33);"> So even though technically the standard is different, the application in fl= ightgear is that Z is the up direction and personally I think that we shoul= d keep things uniform.</div> <div id=3D"ms-outlook-mobile-body-separator-line" data-applydefaultfontstyl= es=3D"true" style=3D"font-family: Aptos, Aptos_MSFontService, -apple-system= , Roboto, Arial, Helvetica, sans-serif; font-size: 12pt;" dir=3D"auto"> <div dir=3D"auto" style=3D"font-family: Aptos, Aptos_MSFontService, -apple-= system, Roboto, Arial, Helvetica, sans-serif; font-size: 12pt;"> <br> </div> <div dir=3D"auto" style=3D"font-family: Aptos, Aptos_MSFontService, -apple-= system, Roboto, Arial, Helvetica, sans-serif; font-size: 12pt; color: rgb(3= 3, 33, 33);"> Not doing that makes things quite complicated from an aircraft point of vie= w and means converting a model from AC to glTF requires manual rework at le= ast unless some script is available and in my experience that can sometimes= be troublesome depending on exactly what is used. Perhaps a good script can be developed but still it seems li= ke an unnecessary burden. </div> <div dir=3D"auto" style=3D"font-family: Aptos, Aptos_MSFontService, -apple-= system, Roboto, Arial, Helvetica, sans-serif; font-size: 12pt; color: rgb(3= 3, 33, 33);"> <br> </div> <div dir=3D"auto" style=3D"font-family: Aptos, Aptos_MSFontService, -apple-= system, Roboto, Arial, Helvetica, sans-serif; font-size: 12pt; color: rgb(3= 3, 33, 33);"> Plus adding the annoyance of having different coordinate systems in the sam= e program.</div> <div dir=3D"auto" style=3D"font-family: Aptos, Aptos_MSFontService, -apple-= system, Roboto, Arial, Helvetica, sans-serif; font-size: 12pt; color: rgb(3= 3, 33, 33);"> <br> </div> <div dir=3D"auto" style=3D"font-family: Aptos, Aptos_MSFontService, -apple-= system, Roboto, Arial, Helvetica, sans-serif; font-size: 12pt; color: rgb(3= 3, 33, 33);"> Kind Regards,</div> <div style=3D"font-family: Aptos, Aptos_MSFontService, -apple-system, Robot= o, Arial, Helvetica, sans-serif; font-size: 12pt; color: rgb(33, 33, 33);" = dir=3D"auto"> <br> </div> </div> <div style=3D"font-family: Aptos, Aptos_MSFontService, -apple-system, Robot= o, Arial, Helvetica, sans-serif; font-size: 12pt; color: rgb(33, 33, 33);" = id=3D"ms-outlook-mobile-signature" dir=3D"auto"> <div dir=3D"auto" style=3D"font-family: Aptos, Aptos_MSFontService, -apple-= system, Roboto, Arial, Helvetica, sans-serif; font-size: 12pt; color: rgb(3= 3, 33, 33);"> --</div> <div dir=3D"auto" style=3D"font-family: Aptos, Aptos_MSFontService, -apple-= system, Roboto, Arial, Helvetica, sans-serif; font-size: 12pt; color: rgb(3= 3, 33, 33);"> Josh Davidson</div> </div> <hr style=3D"display:inline-block;width:98%" tabindex=3D"-1"> <div id=3D"divRplyFwdMsg" dir=3D"ltr"><font face=3D"Calibri, sans-serif" st= yle=3D"font-size:11pt" color=3D"#000000"><b>From:</b> James Turner <jame= [email protected]><br> <b>Sent:</b> Monday, 13 July 2026 08:08:29<br> <b>To:</b> FlightGear developers discussions <[email protected]= rceforge.net><br> <b>Subject:</b> Re: [Flightgear-devel] HDR / PBR / compositor info</font> <div> </div> </div> <div style=3D"line-break:after-white-space"><br id=3D"x_lineBreakAtBeginnin= gOfMessage"> <div><br> <blockquote type=3D"cite"> <div>On 10 Jul 2026, at 07:32, Josh Davidson <[email protected]= om> wrote:</div> <br class=3D"x_Apple-interchange-newline"> <div> <div class=3D"x_elementToProof" style=3D"font-style:normal; font-variant-ca= ps:normal; font-weight:400; letter-spacing:normal; orphans:2; text-align:st= art; text-indent:0px; text-transform:none; white-space:normal; widows:2; wo= rd-spacing:0px; text-decoration-line:none; text-decoration-style:solid; fon= t-family:Aptos,Aptos_EmbeddedFont,Aptos_MSFontService,Calibri,Helvetica,san= s-serif; font-size:12pt"> <br> </div> <div class=3D"x_elementToProof" style=3D"font-style:normal; font-variant-ca= ps:normal; font-weight:400; letter-spacing:normal; orphans:2; text-align:st= art; text-indent:0px; text-transform:none; white-space:normal; widows:2; wo= rd-spacing:0px; text-decoration-line:none; text-decoration-style:solid; fon= t-family:Aptos,Aptos_EmbeddedFont,Aptos_MSFontService,Calibri,Helvetica,san= s-serif; font-size:12pt"> Basically, it would be so cool if we could reduce the amount of "unnec= essary breaking" occurring in the glTF migration.</div> </div> </blockquote> <div><br> </div> <div>There=92s two aspects to this:</div> <div><br> </div> <div>- we want to move as close to standard glTF as possible, in many areas= : coordinates, handling of nested files, animations, PBR materials, transpa= rency, etc. AC3D was always a quirky format choice, glTF is the defacto mod= ern standard in this space. Being as closely aligned as we can, makes it much easier to use existing glTF as= sets directly in FlightGear with, ideally, zero changes.</div> <div><br> </div> <div>In the long term, this would mean encoding all our custom animations a= s glTF extensions, so we can ditch the wrapper XML as well, but probably th= at=92s an incremental journey, where we support more and more things either= inside the glTF file (where eg, Blender can see it), or outside.</div> <div><br> </div> <div>Next week I=92m actually joining a Khronos / SIGGRAPH session (remotel= y) on future glTF enhancements, and eg the recent major version added suppo= rt for =92sub models=92 which of course we need. I=92m going to be looking = out for what else is missing to make our XML format redundant, if we possibly can. But it=92s going to be a journey= for sure.</div> <div><br> </div> <div>BUT, the second thing:</div> <div><br> </div> <div>- most of the changes should be handled by tooling, not manually perfo= rmed. I.e we need to start creating some scripts (likely in Blender again, = since it has a Python APi and all the building blocks) to read an ACD3 + XM= l, and produce an updated glTF with correct coordinates and such. This won=92t be able to automatically fix up= some aspects (see below), especially, the metal/roughness/albedo textures,= but most other things should be automatic. Likely we end up with some scri= pts that require some user guidance, but it should be a one-time operation.</div> <div><br> </div> <div>(I=92m also wondering if we can use an image-aware LLM to do the textu= re conversion, since my impression is this the most time-consuming manual s= tep : i.e classify areas of existing diffuse/specular textures into =91prob= ably painted aluminium=92 or =91vinyl=92, and then derive corresponding metallic/roughness/albedo data=85 if anyone = wants to play with that, would be welcome)</div> <br> <blockquote type=3D"cite"> <div> <div class=3D"x_elementToProof" style=3D"font-style:normal; font-variant-ca= ps:normal; font-weight:400; letter-spacing:normal; orphans:2; text-align:st= art; text-indent:0px; text-transform:none; white-space:normal; widows:2; wo= rd-spacing:0px; text-decoration-line:none; text-decoration-style:solid; fon= t-family:Aptos,Aptos_EmbeddedFont,Aptos_MSFontService,Calibri,Helvetica,san= s-serif; font-size:12pt"> <br> </div> <div class=3D"x_elementToProof" style=3D"font-style:normal; font-variant-ca= ps:normal; font-weight:400; letter-spacing:normal; orphans:2; text-align:st= art; text-indent:0px; text-transform:none; white-space:normal; widows:2; wo= rd-spacing:0px; text-decoration-line:none; text-decoration-style:solid; fon= t-family:Aptos,Aptos_EmbeddedFont,Aptos_MSFontService,Calibri,Helvetica,san= s-serif; font-size:12pt"> I would also like to ask why the emission animation was removed? What about= existing AC3D models? What if I need to make something light up conditiona= lly? What do I do then?</div> </div> </blockquote> <div><br> </div> <div>Straight emission doesn=92t make sense in the PBR world, as I understa= nd it. The standard PBR solution would be image-based-lighting, i.e you cre= ate essentially an emission map, but I don=92t know if the current PBR code= actually supports IBL yet.</div> <div><br> </div> <div>(Hopefully James or Stuart know better)</div> <br> </div> <div>Kind regards,</div> <div>James</div> <br> </div> </body> </html> --_000_DS7PR07MB7734CC06579144B41C4A3162CCFA2DS7PR07MB7734namp_-- --===============2564480241022648495== Content-Type: text/plain; charset="us-ascii" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit Content-Disposition: inline --===============2564480241022648495== Content-Type: text/plain; charset="us-ascii" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit Content-Disposition: inline _______________________________________________ Flightgear-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-devel --===============2564480241022648495==--