Elvas Tower: ESD_Complex() - Elvas Tower

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ESD_Complex() Rate Topic: -----

#11 User is offline   Genma Saotome 

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Posted 03 October 2013 - 06:08 PM

James Ross had posted something about figuring out how far away an object would be that would occupy n% of one's screen. I took that and I think I got it to work to figure out "an object of n inches high will be 2 pixels at n meters away"... for both 1080 and 1200 vertical lines (i.e., 1920x1080 and 1920x1200 screen resolutions).

Looks like this:

Inch	1080	1200
1	114	127
2	228	254
3	342	381
4	456	508
5	571	635
6	685	762
7	799	889
8	913	1015
9	1027	1142
10	1141	1269
11	1255	1396
12	1369	1523
15	1712	1904
16	1826	2030
18	2054	2284
20	2282	2538
24	2739	3046


Example: So if you are wondering what LOD to use for that face that is 6 inches high, the answer is around 685m for 1920x1080 and/or 762m for 1920x1200. I would imagine that turning the faces 90d would return a rather different answer... something I never considered before.

Double the distance to get the answer for 1 pixel high.

#12 User is offline   alkomv 

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Posted 04 October 2013 - 12:01 AM

 captain_bazza, on 03 October 2013 - 05:53 PM, said:


A couple of additional 'tools' would be of help, bump maps and shaders*.

*Not sure if that's the correct name - I'm refering to the ability to add effects such as a metalic look to side rods and varying degrees of 'gloss' to a model.

Let's not get too 'clever' with new modeling requirements to the stage that it turns off modelers from participating in the future development of OR.

Cheers Bazza


Do you mean a Specular map ? like in neat vid here > Spec Map and CrazyBump

Bump and Spec would be fine, is there any need for other extra stuff ?

#13 User is offline   captain_bazza 

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Posted 04 October 2013 - 02:42 AM

Specular has its uses, but it cannot replace the effects I mentioned.

Cheers Bazza

#14 User is offline   captain_bazza 

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Posted 04 October 2013 - 03:06 AM

Hmmm, I maybe confusing it with MSTS's limited specularity tool.

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