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_mask - RGB mask for multimaterial shader._SMDI - optimized specular map onto bit depth HQ_Normal_Maps#Optimized_specular_map_onto_bit_depth The video is out after several days extensive social media promotion from the alt-rocker._SM - specular map, red channel is diffuse map, green channel is specular and blue channel is specular power multiplier (see more HQ Normal Maps ).It's used for optimized shader on treetops. R from front in X axis, G from side 120 degrees, B from side 240 degrees, A from bottom in axis Y. _PR - texture contains in each of 4 channels one lightmap which corresponds to lighting from different angles.paa, green channel is automatically moved to alpha - this is correct behavior and you don't have to worry about it. Shaders can work with both _ADS and _ADSHQ. Source textures (tga, png) are created in the same manner as standard ADS textures (G channel contains ambient occlusion, B channel contains diffuse shadow). Green will have to be brighter to match the results AS would give you (~150%? ~40% gamma). That one will be used when normal shadows are not (either they off or too far). _ADS - similar map like previous with difference that channel B (blue) keeps information about diffusion shadow.Rest of channels doesn't matter and anything can be placed there (may be same as in G). 0 means none.In fact only channel which is taken advantage of is G - it is thus important that information is correctly in him. _AS - ambient shadow texture contains stored information "how much ambient light is in given place'.In case of shader for trees RGB values are multiplying with basic colormap and alphachannel is used for lightmap (equivalent _AS) With macromap we are trying to influence only average color in given place - overlaying of original layer will not happen.This technique is taken over from mixing with satellite mask which are conduct on terrain. Detail map is applied on the end (last) thus overlay original and macro map.Ĭalculation with macro map inside Multimaterial shader is different. RGB is calculated as LERP with basic map. Representation of basic texture and macro texture for given place is selected by macrotexture alpha channel (1 means only macro texture, 0 means only basic texture). Macro texture contains alternative data to basic texture. _DTSMDI - Map similar to SMDI map which preserves detail map inside R channel._MCO - multiply color, texture should be color neutral, same as CDT with difference of no fading in mipmaps._CDT - colored detail texture (colored detail map), fading in mipmaps, average color should be 0.5 in all components._DT - detail texture (detail map), fading in mipmaps, average color should be 0.5._NON - normal map noise (with noise for vegetation polyplanes)._NOF - normal map faded (fade away into distance similarly as detail map)._NS - normal map specular (normal map with alpha channel).The R,G,B values for each pixel in the map correspond to the X,Y,Z angle of a surface normal at that pixel. It is used to enhance the appearance of low polygon models. Normal mapping is a technique used to fake the lighting of surface bumps and dents. _LCO - texture to be used in maps for mask and distant satellite texture (layer color)._CA - color alpha (diffuse color with alpha channel).Var sen2_dates = sen2_for_dates.map(function(image)))ĪllImagesInRangeS30 = allImagesInRangeS30. addBands(image.normalizedDifference().rename('ndvi')) Var sen2_for_dates = ee.ImageCollection('COPERNICUS/S2_SR') Var sen3 = ee.ImageCollection('COPERNICUS/S3/OLCI') Var sen2 = ee.ImageCollection('COPERNICUS/S2_SR') This is the code, but I think it is better to just run it via this link: //Dates of Interest etc).Ĭalculate NDVI for every image in the 5 Sen3 imageCollections.Įxport the data to CSV files so that each Sentinel2 image is exported with it's corresponding 5 days images (For example - Sen2 image time T with Sen3 image time T, T+1, T+2, T+3, T+4).įor some reason, I get only the SEN2 NDVI values output in the CSV files. Make 5 imageCollections of Sentinel3 images that match every image in the Sen2 collection, with offset (1st collection - images from the exact same dates as the Sen2 collection, 2nd collection - images from +1 days from every image in the Sen2 collection, 3rd - +2 days. Make an image collection of all thee Sentinel2 images from start to finish date.
#Pixel 3 dayz images code#
I have a complicated code (sorry for that, tried to make it simpler but having trouble with that.