[osg-users] OSG-based excavator simulator

Ulrich Hertlein u.hertlein at sandbox.de
Thu Apr 28 20:12:51 PDT 2011

Hi J-S, hi Paul,

On 29/04/11 5:15 , Jean-Sébastien Guay wrote:
>> How flexible is your art pipeline / rendering process for loading
>> arbitrary models? Could you replace that excavator with some arbitrary
> I'm surprised you're asking me this type of question...
> An artist is really needed in order to get any good looking models, IMHO. Doing too much
> procedurally just becomes incredibly complex and gives so-so results most of the time, but
> you end up handling lots of corner cases and skirting around visual artifacts.
> In our case, we have an in-house modeler who makes models especially for real-time use.
> When we need a new vehicle for a simulator, he will typically start gathering as many
> reference photos as possible and then make the model. He'll then figure out what sections
> will most benefit from having normal and specular maps (where there's not much fine
> detail, they're not needed, and a simpler shader can be used).

Maybe what Paul was asking about (and what I always like to learn from other people's
setups) is:
 are the different textures (normals/specular maps) and shader assignments all set up when
you get them from your modeller?  Or do you have to do additional tweaking from within
your program?


More information about the osg-users mailing list