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W.I.P. Mike Pero Motorsport Park (Ruapuna)

barf

Member
Started my next LiDAR and ALOS/AW3D30 DSM based project, Mike Pero Motorsport Park, known more-affectionately by the locals as 'Ruapuna'.

There was already a Ruapuna on RaceDepartment but it's an old rFactor conversion and I think the scale is not accurate, plus it has some crazy bumps in the surface which are not really there (it's my local track and I can report the bumps do not exist).

About
The track surface is hot mix bitumen and runs for 3.33 kilometres (2.07 mi) in a counter-clockwise direction with many fast sweeping corners. It rewards smooth and tidy drivers.

The track also features a drag strip, pit garages, racing school, speedway circuit and even a radio controlled car circuit.
(Source: Wikipedia)

Map


Layouts
It supports six layouts, from the 1.31km "A Track" to the 3.44km "Grand Prix with dipper".



Development
A scene origin was defined roughly in the center of Ruapuna at 1558000, 5180000 in the New Zealand Transverse Mercator (EPSG:2193) coordinate reference system. LiDAR DEM and ALOS DSM excerpts of the areas of interest were created using QGIS. BlenderGIS is used to import and generate faces from the point cloud raster (GeoTIFF) exported from QGIS.

The LiDAR DEM is textured with 0.075m/pixel orthophotos from Land Information New Zealand (LINZ). The ALOS DSM is textured with a 30m/pixel excerpt from the LINZ 'NZ Aerial Imagery' set pulled via WMTS in QGIS. The overall scene size is 1356 square km with some of the port hills and banks peninsula visible.

The above was done on a 7+ year old Chromebook running Ubuntu. So please think of the planet, and recycle your old computers with Linux instead of throwing them out ;)

Screenshots








Download
https://mega.nz/#!eOpw3QAK!Vp7qHYq4sYy6d2cGSejzLIo_EjjoAknuFN8kKN28Aps
 
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Pixelchaser

Well-Known Member
that is cool. nice and desert like. not enough tracks like this in AC. but way to much surrounding area. I see your running 16 million tri`s :nerd:
 

barf

Member
that is cool. nice and desert like. not enough tracks like this in AC. but way to much surrounding area. I see your running 16 million tri`s :nerd:
I like to push limits, both computers and cars :lol:

but that reminds me I still need to dissolve the geometry on the ALOS DSM, it's nearly 2 million vertices alone, and some are visually redundant (flat or open areas).
 

Prototype

Well-Known Member
Damn, that looks good! When did you start on this? Really cool that youre doing your local track.
 

barf

Member
When did you start on this?
Started this on Tuesday NZ time I think -- only took about a day (the ALOS DSM geometry dissolve has been running for almost a day now tho!). But no 3D models yet aside from the pit wall, just a DEM to drive on. The work has only just begun!
 

barf

Member
Dissolve done! After two and a half days on this Ryzen 7 (but in a single thread ugh), it took the DSM from 1942512 vertices down to 444702 using a 5° limit. Hopefully the background scenery won't kill performance now!

Before:


After:


You can see banks peninsula on the horizon here (where the summit road is :D):
 

barf

Member
It's nowhere near finished, but I'm curious to get some feedback on performance (FPS) before going too far ahead with this texture and DEM/DSM resolution.

ruapuna.rar

There are no objects apart from an un-textured pit wall, and the track needs some work still. The track map is wrong and other issues, but if it just even loads on another PC I'd be happy :ROFLMAO:
 

barf

Member
The control tower and some other objects from the rFactor conversion fit in nicely. Scale was correct for some, off by 10% for others. Have tried contacting the author for permission to include these. Fingers crossed!



 
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luchian

Administrator
Staff member
It's nowhere near finished, but I'm curious to get some feedback on performance (FPS) before going too far ahead with this texture and DEM/DSM resolution.

ruapuna.rar

There are no objects apart from an un-textured pit wall, and the track needs some work still. The track map is wrong and other issues, but if it just even loads on another PC I'd be happy :ROFLMAO:
Works fine on my PC :). I have about 150 fps on triples, in Practice mode (i7 3770k@4.5Ghz+1070). Also the road feel is decent, not completely flat, not very very bumpy. It's just the layout that is confusing at the moment, no idea which direction to run :D. Anyway, very good base imo, keep it up.
 

barf

Member
Thanks for testing luchian!! :)

I released a new version just now, same download URL. The learning curve is steeper now!

When using the ksPerPixel shader for a simple fence (texture on plane), I can't see objects that are occluded behind the plane. How can I fix that? Is this the correct shader to use?

In right of the screenshot here, I expect to see the power pole behind the fence, but the fence only seems to show the terrain mesh behind it.
 

Pixelchaser

Well-Known Member
you need to hit select alpha test for blending method for the fences. but I might advise use the perpixel_AT shader,

AT= alpha transparency.
 

barf

Member
Thanks again luchian! :D

Apparently I'm doing it the hard way, with the blender kn5 export plugin, but found it eventually :rolleyes:


do I need to do it to the trees too? they showed the same problem without this set
 
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