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Hi Ken. Sorry sir, I try visiting this site every day, but I can't all the time.......my full time job interferes! And again I have not been receiving notifications for this thread.
So your issue is the blooming effect of the texture when placed over the existing ground poly. This is where creativity comes to mind, more than a specific flowchart.
When they repaint the aprons at DFW, they essentially pressure wash the concrete to remove the old marking, which leaves a lighter "stain" around the new numbering scheme.I don't use gimp but I've heard it is very similar to photoshop. I would create a texture with the completely (or highly) opaque new gate numbers, then a semi transparent background representing the "pressure washed" area. This transparency needs to be opaque enough to cover the old numbers, at least partially. Again, concrete pressure wash typically leaves a trace of the old markings, and considerably lightens the color of the concrete around the new numbering. This is more of an artistic technique than a GP methodology, that's why I really did not expand on this earlier (giving you more creative freedom) ;-)
Now, if you want to have a perfect blend, just data-mine the crap out of the KDFW Texture folder until you find the basic apron texture, copy a chunk of it and place as and underlayer for the new gate numbers (within the same texture). So Top layer are opaque numbers, bottom layer is the chunk of apron texture. I would then blend the edges of the apron layer by using a soft eraser at 50% to start all around the edge.(sorry don't know the gimp terminology). Essentially, the edges of the texture should transition from opaque to transparent so when you impose the model over the existing ground poly the edges are not too apparent.
Let me know if that helps. At this point on MCX your only texture recipe is the "set default transparent" button, the no-shadow flag set to true, followed by a Z-bias of 1 at the very bottom of the materials menu (to prevent flickering). In any case, my tutorial is still very valid...as my intention was not to develop the topic on actual texture creation. I'll try visiting more often, but if you get stuck just PM me, that will draw my attention quickly.
David
So your issue is the blooming effect of the texture when placed over the existing ground poly. This is where creativity comes to mind, more than a specific flowchart.
When they repaint the aprons at DFW, they essentially pressure wash the concrete to remove the old marking, which leaves a lighter "stain" around the new numbering scheme.I don't use gimp but I've heard it is very similar to photoshop. I would create a texture with the completely (or highly) opaque new gate numbers, then a semi transparent background representing the "pressure washed" area. This transparency needs to be opaque enough to cover the old numbers, at least partially. Again, concrete pressure wash typically leaves a trace of the old markings, and considerably lightens the color of the concrete around the new numbering. This is more of an artistic technique than a GP methodology, that's why I really did not expand on this earlier (giving you more creative freedom) ;-)
Now, if you want to have a perfect blend, just data-mine the crap out of the KDFW Texture folder until you find the basic apron texture, copy a chunk of it and place as and underlayer for the new gate numbers (within the same texture). So Top layer are opaque numbers, bottom layer is the chunk of apron texture. I would then blend the edges of the apron layer by using a soft eraser at 50% to start all around the edge.(sorry don't know the gimp terminology). Essentially, the edges of the texture should transition from opaque to transparent so when you impose the model over the existing ground poly the edges are not too apparent.
Let me know if that helps. At this point on MCX your only texture recipe is the "set default transparent" button, the no-shadow flag set to true, followed by a Z-bias of 1 at the very bottom of the materials menu (to prevent flickering). In any case, my tutorial is still very valid...as my intention was not to develop the topic on actual texture creation. I'll try visiting more often, but if you get stuck just PM me, that will draw my attention quickly.
David