Quote from: Dune on April 19, 2010, 02:43:00 AM
If I understand your query right, that would be an enormous image map! Global plant distribution?
I only need enough resolution in the baked image for an orbital global view of the planet. This will basically pre-render an image that is essentially flat (i.e. no thickness, but curved when wrapped around a sphere) for distant views for speed of rendering animations. However, as the space craft descents to its target area, I will use progressively higher resolution regional maps as the craft gets closer to the surface and, finally, at only a few thousand feet on down I will use actual 3D populations which should only need somewhat local geometry.
So it is not an enormous image but it is, potentially, an enormous terrain/population geometry to start with. To lower the complexity, I might use giant plants in the vast areas that will not be seen in close proximity to get the colour progression right. If I can use masks to control plant size and density (and even better, if these can be controlled by distance from the camera), then I should be able to do it. Where the craft descents, though, the plants will have to be smaller, more numerous and will have to converge to life size by the time I am using actual geometry for the renders. But this means I only need to render a relatively low resolution global still once. I will only need a diffuse global lighting for this as the final rendering will add the ambient lighting such as the sun, cloud shadows etc. Of course, I will need to add atmospheric/water effects on top of this.
If TG2 can't do this then there might be a plug-in that does. If this isn't even available it might mean I will want to write one once the SDK comes out. If the SDK allows the plugin to control the position of the camera and can get TG2 to render a specified pixel in that camera, then it can be done but it might require a tremendous amount of computation. This really needs to use procedural/fractal instantiation during the render because instantiating individual plant models onto a planet the size of the Earth is just going to over-whelm todays computers and those into the forseeable future.
My gut feeling says that TG2 is not setup to compute populations on-the-fly as needed using procedural/fractal techniques during render time because of that initial thing that happens at the beginning of a render with plant populations.