Found this via googz:
http://online.ts2009.com/mediaWiki/index.php/TurfFX_Effect_Layer
It's more accessible than the Nvidia description, if only because it is described (in detail, too) in Trainz terms. Not clear how much control there is over countour shading, though one can vary the field effect with a range of (pre-deteremined?) textures. One thing is clear, though: it will add to the burden on the GPU, which will probably determine its use/popularity, at least to begin with.
Can't help but see it in terms of Oblivion (!). The grass was very effective there - at least as a selling point - if only because you waded through it a lot. How it will suit the longer vistas as seen from a speeding train is another matter. I agree that long splines of grasses trackside are unrealistic. I think the genius of good landscaping in Trainz depends upon the power of suggestion: after all, we only see what we need/want to see or are used to seeing. Still, it will be interesting to see how the turf plays out in Tr2019.
http://online.ts2009.com/mediaWiki/index.php/TurfFX_Effect_Layer
It's more accessible than the Nvidia description, if only because it is described (in detail, too) in Trainz terms. Not clear how much control there is over countour shading, though one can vary the field effect with a range of (pre-deteremined?) textures. One thing is clear, though: it will add to the burden on the GPU, which will probably determine its use/popularity, at least to begin with.
Can't help but see it in terms of Oblivion (!). The grass was very effective there - at least as a selling point - if only because you waded through it a lot. How it will suit the longer vistas as seen from a speeding train is another matter. I agree that long splines of grasses trackside are unrealistic. I think the genius of good landscaping in Trainz depends upon the power of suggestion: after all, we only see what we need/want to see or are used to seeing. Still, it will be interesting to see how the turf plays out in Tr2019.
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