TurfFX Effect Layer

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The TurfFX Effect Layer is an Effect Layer type which is used to render grass (and similar foliage). As with all effect layers, turf is painted onto the terrain and automatically generates appropriate geometry for the area surrounding the camera. As compared to the Clutter Effect Layer, TurfFX offers less flexibility but substantial improvements to performance which in turn allows for greater density at greater draw distances and effective wind-synchronised animation.


Configuration

Creating and Editing Turffx Layers


Effect Layer Window

The Effect Layers window allows you to edit your effect properties. The UI in this window will change based on what effect you choose (clutter, turf, something else).


Select

This allows you to select any existing effect layers to view and edit their parameters.


Delete

This button will delete the currently selected effect layer.


Add

This button will allow you to create a new effect layer.


Name

Enter a name for your effect layer.


Turffx-Asset

This is where you select a turf asset to be generated for your entire turffx layer. Select an asset you want used in your turffx layer from the dropdown list.

Turffx-Density Data Binding

The "turffx-density" options and associated "constant" value control the Effect Layer Data Binding (read this link for details) which controls the density of this turffx layer across the route. Density ranges from 0.0 (no turf present) to 1.0 (maximum density).


Turffx-Height-Scale Data Binding

The "turffx-height-scale" options and associated "constant" value control the Effect Layer Data Binding (read this link for details) which controls the height of this turffx layer across the route. Height ranges from 0.0 (no turf present) to 1.0 (maximum height).


Geometry-Scale

This changes the height of your blade geometry.


Blade-Width

This changes the width of your blade geometry.


Blade-Width-Noise

This adds random variation to the width of your blade geometry.


Blade-Height-Noise

This adds random variation to the height of your blade geometry.


Width-Scale-Near

This defines the shape of your blade geometry up close to the camera.


Width-Scale-Far

This defines the shape of your blade geometry in the distance.


Bending-Scale

Defines how much your blade geometry will bend in the wind. (bending strength for wind animation)


= Dispersal

Dispersal controls the radius around a seed point to place individual grass blades.


Bunching

Bunching controls radial alignment of individual grass blades around the seed point. Bunching equal to one (1) produces maximally aligned distribution of grass blades, while zero (0) would result in completely random distribution.

Painting Clutter

Example Usage

Error creating thumbnail: /bin/bash: line 1: /usr/bin/convert: No such file or directory Error code: 127

Error creating thumbnail: /bin/bash: line 1: /usr/bin/convert: No such file or directory Error code: 127

Asset Creation

Asset Parameters

TurfFx is made up of individual polygon blades with many options to configure each blade in your Turf Effect Layer and within the asset itself.

SHAPE

Determine the shape of your blade:

CURVE

Adjust the curve of your blades based on 2 or 3 control points:

OFFSET

Set whether your blade needs edge offsets:

TESSELLATION

Determine the tessellation of your blades:

DISPERSAL

Adjust the dispersal of your blades:

BUNCHING

Adjust how blades bunch together:

DENSITY

Set the number of seeds to plant which controls the overall density:

COLOUR TINTING

Determine which parts of the blade to colour blend to match the ground texture:

FINAL TWEAKING

In addition to the adjustments above, you can also tweak the height, width, bending-scale for wind animation and many more parameters to create all different sorts of grass and grass-like ground cover.


Hardware Limitations

As an NVIDIA-provided visual effect, there are some hardware requirements and limitations which apply to TurfFX.

1. TurfFX is currently supported only for Windows.

2. TurfFX requires a GPU with substantial amounts of VRAM. Whereas Trainz will typically run (albeit slowly, or at reduced settings) on below-spec computers, TurfFX may need to be disabled entirely if the GPU is insufficient.

Trainz offers a fallback mode which effectively replaces the TurfFX layer with an equivalent Clutter layer. This results in a weaker but still acceptable overall visual result. Alternatively, the user may opt to disable TurfFX entirely, in which case the TurfFX Effect Layers become invisible.