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		<title><![CDATA[Infinity Code Forum — Gamma shifts in satellite provider images]]></title>
		<link>https://forum.infinity-code.com/viewtopic.php?id=717</link>
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		<description><![CDATA[The most recent posts in Gamma shifts in satellite provider images.]]></description>
		<lastBuildDate>Thu, 07 Dec 2017 13:14:49 +0000</lastBuildDate>
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			<title><![CDATA[Re: Gamma shifts in satellite provider images]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?pid=3126#p3126</link>
			<description><![CDATA[<p><strong>Why do textures have different gamma?</strong><br />Because they are made from tiles with different zoom levels.<br />For example, if RWT use zoom 19 for 8192x8192, then zoom 16 is used for 1024x1024.<br />But you can force RWT use tiles from a certain zoom level.<br />Just specify Max Level 19.<br />This will increase the amount of downloaded data, but your textures will be made from tiles with the same zoom level and the problem will be gone.</p><p><strong>The way to reduce the amount of downloaded data:</strong><br />The provider has the same gamma in the range of zoom levels, for example zoom 17-20.<br />Regenerate the texture adjacent to the high-resolution texture until you find the minimum &quot;Max Level&quot; value, in which the textures have the same gamma.<br />For example:<br />Max Level - 19. Gamma OK.<br />Max Level - 18. OK.<br />Max Level - 17. OK.<br />Max Level - 16. Gamma fail.<br />You use Max Level 17 for all terrains.</p><p><strong>How to automate regeneration, based on an example:</strong><br /><a href="http://forum.infinity-code.com/viewtopic.php?pid=3093#p3093">http://forum.infinity-code.com/viewtopi … 3093#p3093</a></p><p>Replace:<br /></p><div class="codebox"><pre><code>RealWorldTerrainWindow.StartCapture();</code></pre></div><p>to:<br /></p><div class="codebox"><pre><code>RealWorldTerrainWindow.prefs.maxTextureLevel = XXX;
RealWorldTerrainWindow.StartCapture();</code></pre></div><p>Where XXX is an integer zoom level.</p>]]></description>
			<author><![CDATA[null@example.com (Alex Vertax)]]></author>
			<pubDate>Thu, 07 Dec 2017 13:14:49 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?pid=3126#p3126</guid>
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			<title><![CDATA[Re: Gamma shifts in satellite provider images]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?pid=3123#p3123</link>
			<description><![CDATA[<p>Manually trying to match textures is not very satisfying, as I&#039;m sure you can imagine.</p><p>Can you say more about your first suggestion:&nbsp; &quot;Generate textures using &quot;Textures / Max Level - XXX&quot;, where XXX is the same value for all terrains.&quot;?&nbsp; That sounds useful...</p>]]></description>
			<author><![CDATA[null@example.com (Kevin)]]></author>
			<pubDate>Thu, 07 Dec 2017 08:00:26 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?pid=3123#p3123</guid>
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			<title><![CDATA[Re: Gamma shifts in satellite provider images]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?pid=3113#p3113</link>
			<description><![CDATA[<p>Hello.</p><p>You have several ways:<br />1. Generate textures using &quot;Textures / Max Level - XXX&quot;, where XXX is the same value for all terrains. <br />In this case, all your textures will have the same gamma.<br />2. Use the image editor to change the gamma of textures. <br />Some editors / viewers have batch processing functions. For example IrfanView (free).<br />3. Use RWT postprocessing tools. <br />Unfortunately, this does not support automation.<br />4. If you have programming experience, you can write your own script to automatically correct the gamma.</p><p>Thanks for the report that the after postprocessing, textures are not automatically refreshes.<br />I will check it.</p>]]></description>
			<author><![CDATA[null@example.com (Alex Vertax)]]></author>
			<pubDate>Wed, 06 Dec 2017 11:43:49 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?pid=3113#p3113</guid>
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			<title><![CDATA[Re: Gamma shifts in satellite provider images]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?pid=3112#p3112</link>
			<description><![CDATA[<p>I&#039;m using RWT&#039;s post process to approximate the gamma shift with the brightness term.</p><p>It would be a big help to be able to apply the same post corrections to multiple terrains in batch fashion, without resorting to the API.</p><p>It&#039;s also worth mentioning that Unity doesn&#039;t immediately update the terrain display after applying the post process, which makes it necessary to force Unity to refresh to see what the effect is.</p>]]></description>
			<author><![CDATA[null@example.com (Kevin)]]></author>
			<pubDate>Tue, 05 Dec 2017 21:29:02 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?pid=3112#p3112</guid>
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			<title><![CDATA[Gamma shifts in satellite provider images]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?pid=3107#p3107</link>
			<description><![CDATA[<p>In <a href="http://forum.infinity-code.com/viewtopic.php?pid=3060&amp;login=1">this post</a>, @Alex suggested regenerating individual textures in the editor (or via the RWT API) as a way of adding detail only where it is most needed.</p><p>I&#039;ve regenerated a large number of terrains with 8K textures, bordered by terrains with 1K textures, as shown here:<br /><span class="postimg"><img src="http://www.insightdigital.org/California_Parks/gamma_shift.jpg" alt="PunBB bbcode gamma_shiftt" /></span></p><p>Aside from the obvious resolution difference, you&#039;ll note a large gamma shift -- the 8K Google textures are much higher gamma than the previously computed 1K Google textures.</p><p>What practical suggestions might you have in this case to page textures with more similar appearance and gamma?</p>]]></description>
			<author><![CDATA[null@example.com (Kevin)]]></author>
			<pubDate>Tue, 05 Dec 2017 06:39:14 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?pid=3107#p3107</guid>
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