FSDeveloper Community

Go Back   FSDeveloper Community > Microsoft Flight Simulator development > Scenery Design - 3D Objects > 3D Objects General

3D Objects General Use this forum to discuss 3D objects related questions that do not fit in any of the other categories about specific tools.

Reply
 
Thread Tools Display Modes
  #1  
Old 12 Nov 2012, 12:01
scighera's Avatar
scighera scighera is offline
  italy
Location: Bergamo
Join Date: Jul 2012
Posts: 30
Metal Cladding texture ... help :(

After some 3 months, I'm back to medel buildings for my hub: LIME Bergamo Orio al Serio.

As in many airports, in LIME also, many buildings walls are made with "matal cladding" (the French call it "bardage"): but the textures I'm using give a terrible result, in FSX, which actually I don't know how to describe. A picture is worth tens of words:



I'm so disappointed ... and even worst, when the aircraft moves, the texture also "rotates" on the walls surface !!!
The rendering in Blender isn't that bad, on the contrary !



The texture I used is a 1024 pix, applied to pieces of wall not wider then 12 mt !



Any suggestion will be highly welcome !!
Thanks in advance folks

Ciao, Paolo
Reply With Quote
  #2  
Old 12 Nov 2012, 12:49
Tejal Bernardo Tejal Bernardo is offline
  spain
Location: GCXO
Join Date: Mar 2011
Posts: 2,138
Ah yes, the same problem here but with the roofs, that kind of textures make that kind of effect, but what no understand is that the roof which is next to the problematic roof no have any problem. hoping you get any kind of solution. sorry I can help
__________________
Bernardo
Reply With Quote
  #3  
Old 12 Nov 2012, 18:34
JRobinson JRobinson is offline
  unitedstates
Location: Idaho
Join Date: Aug 2007
Posts: 556
That's a bit of a problem for sure, it may help to contrast the texture down a bit and add a pattern fill layer to give the texture some irregularity, also maybe a bit of noise. Give this a try and see if it helps:



Jim
Reply With Quote
  #4  
Old 12 Nov 2012, 19:21
kevintampa5's Avatar
kevintampa5 kevintampa5 is offline
  unitedstates
Join Date: Jun 2012
Posts: 1,118
Not sure if this will work or not, as I havent played with it, but setting different LODs might take care of this issue. I have the same issue, but havent tried to fix it yet, as I have many models I am working on before going back and finalizing everything.
Reply With Quote
  #5  
Old 13 Nov 2012, 04:57
scighera's Avatar
scighera scighera is offline
  italy
Location: Bergamo
Join Date: Jul 2012
Posts: 30
Quote:
Originally Posted by JRobinson View Post
That's a bit of a problem for sure, it may help to contrast the texture down a bit and add a pattern fill layer to give the texture some irregularity, also maybe a bit of noise. Give this a try and see if it helps:

.....

Jim
Thanks Jim ... I gave a try; also testing the various "filters" available under options>screen (no filter/ linenear / Bilinear / Trilinear ...all of them);
But the results seem to improve imperceptibly

Reply With Quote
  #6  
Old 13 Nov 2012, 04:59
scighera's Avatar
scighera scighera is offline
  italy
Location: Bergamo
Join Date: Jul 2012
Posts: 30
Quote:
Originally Posted by kevintampa5 View Post
Not sure if this will work or not, as I havent played with it, but setting different LODs might take care of this issue. I have the same issue, but havent tried to fix it yet, as I have many models I am working on before going back and finalizing everything.
ciao Kevin ... any idea on the LOD level to use ?
I normally use 50 ... but I'm quite a novice to FSX ...
I'll try anyhow, thanks
Paolo

Tryed to modify the LOD: starting from 50, going up at step of 25: 75 - 100 - 125 - .... -400 !
No way !

What I'm doing wrong ???

Last edited by scighera; 13 Nov 2012 at 06:42.
Reply With Quote
  #7  
Old 14 Nov 2012, 19:10
kevintampa5's Avatar
kevintampa5 kevintampa5 is offline
  unitedstates
Join Date: Jun 2012
Posts: 1,118
Quote:
Originally Posted by scighera View Post
ciao Kevin ... any idea on the LOD level to use ?
I normally use 50 ... but I'm quite a novice to FSX ...
I'll try anyhow, thanks
Paolo

Tryed to modify the LOD: starting from 50, going up at step of 25: 75 - 100 - 125 - .... -400 !
No way !

What I'm doing wrong ???
try going down in LOD. Use a fresh texture for the higher/lower LOD.
I am looking into this as well.
Reply With Quote
  #8  
Old 14 Nov 2012, 19:34
JRobinson JRobinson is offline
  unitedstates
Location: Idaho
Join Date: Aug 2007
Posts: 556
What format are you saving your texture sheet to? Are you using mip maps? For this one I'd probably use DXT1 .dds with mips and do the final processing with Imagetool.

Jim
Reply With Quote
  #9  
Old 14 Nov 2012, 19:47
n4gix n4gix is offline
  unitedstates
Location: Hammond, Indiana
Join Date: Sep 2006
Posts: 8,514
Honestly, I think you're going to need to widen the spacing on that texture. The ridges appear as though they're quite narrow. Try using 6" spacing on your cladding.

That's the reason for the moire pattering as well as the stair-stepping on the vertical lines.
__________________
Bill Leaming
3d Modeler Max/GMax
C & XML Gauge Programmer
Eaglesoft Development Group
http://eaglesoftdg.com

Intel® Core™ i7-3770k 4.2GHz - Crucial 16GB DDR3 - Dual Radeon HD770 1GB DDR5 (Crossfire) - Eco II Watercooling - Win7 64bit
Intel® Core™ i7-2600k 3.4GHz - Crucial 4GB DDR3 - NVIDIA GeForce GTX550Ti 1GB - Win7 64bit
Intel® Core™ i7-860 2.8GHz - Crucial 8GB DDR3 - NVIDIA GeForce GTS240 1GB - Win8 64bit
NOTE: Unless explicitly stated otherwise, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
Reply With Quote
  #10  
Old 14 Nov 2012, 20:25
kevintampa5's Avatar
kevintampa5 kevintampa5 is offline
  unitedstates
Join Date: Jun 2012
Posts: 1,118
Quote:
Originally Posted by n4gix View Post
Honestly, I think you're going to need to widen the spacing on that texture. The ridges appear as though they're quite narrow. Try using 6" spacing on your cladding.

That's the reason for the moire pattering as well as the stair-stepping on the vertical lines.

Im using 8inch and it still does it.
Reply With Quote
  #11  
Old 14 Nov 2012, 20:27
kevintampa5's Avatar
kevintampa5 kevintampa5 is offline
  unitedstates
Join Date: Jun 2012
Posts: 1,118
Quote:
Originally Posted by JRobinson View Post
What format are you saving your texture sheet to? Are you using mip maps? For this one I'd probably use DXT1 .dds with mips and do the final processing with Imagetool.

Jim
for fsx, but what abt fs9
Reply With Quote
  #12  
Old 14 Nov 2012, 21:02
JRobinson JRobinson is offline
  unitedstates
Location: Idaho
Join Date: Aug 2007
Posts: 556
Quote:
Originally Posted by kevintampa5 View Post
for fsx, but what abt fs9
Paolo stated in the first post of this thread that he was developing for FSX, however in my opinion mipped 16-555 was the best format for FS9 scenery textures and is what I used exclusively on the McCall project.

I use a lot of textures with spacings similar to this BTW, here's a clip from one of my most stark texture sheets, the entire roof of the building is similar to the white tin. With this I see no moire patterning in the sim:



Jim
Reply With Quote
  #13  
Old 15 Nov 2012, 21:33
kevintampa5's Avatar
kevintampa5 kevintampa5 is offline
  unitedstates
Join Date: Jun 2012
Posts: 1,118
Quote:
Originally Posted by JRobinson View Post
What format are you saving your texture sheet to? Are you using mip maps? For this one I'd probably use DXT1 .dds with mips and do the final processing with Imagetool.

however in my opinion mipped 16-555 was the best format for FS9 scenery textures and is what I used exclusively
Jim
can you explain how you do this for fs9? and fsx as i will release both
Reply With Quote
  #14  
Old 15 Nov 2012, 23:00
JRobinson JRobinson is offline
  unitedstates
Location: Idaho
Join Date: Aug 2007
Posts: 556
Stand by Kevin, I've got a nifty trick for that which a lot of folks may possibly find useful. I'm gonna have a go at the wiki. I'll post back.


EDIT: I'm obviously not smart enough to figure out the Wiki and this is probably a bit trivial anyway by the looks of things .


Here's what I do (for DXT1 with mips):
  1. Navigate to "Microsoft Flight Simulator X SDK\SDK\Environment Kit\Terrain SDK" and make a shortcut to imagetool.exe (right click > create shortcut).


  2. Move this shortcut into your "C:\Users\[your name]\SendTo" folder and rename it "ImageTool_DXT1_DDS" for example.


  3. Right click the shortcut and select "Properties". In the "Target" field of the properties dialog add the following after Imagetool.exe":

    -nobeep -brief -dds -dxt1

    (Note that there is a space between ImageTool.exe" and -nobeep. My finished Target field looks like this, your path will vary:

    "C:\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Environment Kit\Terrain SDK\ImageTool.exe" -nobeep -brief -dds -dxt1


  4. Return to your source texture folder, select one or any number of your source textures (PhotoShop .psds preferably), right click and "Send To > ImageTool_DXT1_DDS". Sort the directory by "Date Modified - descending" and Imagetool will process and deposit your converted textures at the top of the list. Move them to your texture folder


For other formats it's just a matter of creating, copying, renaming, and editing the properties of yet another shortcut:


For DXT5 with mips:
-nobeep -brief -dds -dxt5



For 16-555 with mips (FS9):
-brief -1555 -nobeep -e bmp



For DXT3 with mips (FS9):
-brief -DXT3 -nobeep -e bmp


CAUTION: "-e bmp" means Imagetool will output a .bmp. If your source file is also a .bmp it will be overwritten! Use .psds whenever possible and make provisions (backups) if you must convert a .bmp for some reason.

Other formats are also possible, double click any one of the shortcuts in the Send to folder for a list of possible flags that may be used with Imagetool.

Hint: While you're at it, make a shortcut to your active scenery's texture folder and move it into the Send to folder as well. Now you can use the "Send to" menu to copy the converted textures to the texture folder once Imagetool finishes processing them.


Jim

Last edited by JRobinson; 16 Nov 2012 at 00:34.
Reply With Quote
  #15  
Old 16 Nov 2012, 00:51
hcornea's Avatar
hcornea hcornea is offline
  australia
Location: Australia
Join Date: Apr 2007
Posts: 2,137
There is an interaction between Mipmaps, and the way the texture is mapped .... ie texel density.

Firstly, any repetitive texture in scenery MUST have mip maps.
Any fine transparent texture should also have mip maps (viz trees)

If you don;t do this, you will get strobing and shimmer.

Also:
If you map the detail too highly (increased texel density) then the MIP switching will struggle. The result is higher resolution texture is rendered and you get moire.

(An example of this is aggressive horizontal or vertical tiling of textures)

Trilinear / Bilinear and Anisotropic filtering will not differ much in appearance in this regard (more to do with differential rendering within the one piece/multiple pieces of geometry), but oversampling AA within FSX may help a little.

Even better:

Add mips, and adjust the maps. (Sounds kinda catchy actually)
__________________
All of my apparent expertise is a product of The Dunning-Kruger Effect
Reply With Quote
  #16  
Old 16 Nov 2012, 06:30
scighera's Avatar
scighera scighera is offline
  italy
Location: Bergamo
Join Date: Jul 2012
Posts: 30
Quote:
Originally Posted by JRobinson View Post
What format are you saving your texture sheet to? Are you using mip maps? For this one I'd probably use DXT1 .dds with mips and do the final processing with Imagetool.

Jim
Yes I'm using DXT1 no alpha ...
Reply With Quote
  #17  
Old 16 Nov 2012, 06:40
scighera's Avatar
scighera scighera is offline
  italy
Location: Bergamo
Join Date: Jul 2012
Posts: 30
Quote:
Originally Posted by hcornea View Post
There is an interaction between Mipmaps, and the way the texture is mapped .... ie texel density.
.......

Even better:

Add mips, and adjust the maps. (Sounds kinda catchy actually)
Oh my God, hcornea ... I think I have not understood much of what you saud

So ... you mean that the "metal cladding" textures should be mip mapped ?
Actually I don't know what it means ! Where could I find out a tutorial for mip mapping textures and have them rendered nice in FSX ???

I'm eager to learn ... because, as already mentioned, airport are filled with building with metal cladding !!!

Thanks in advance
Paolo

Started googling and found thid wikipedia article on mipmapping ... http://en.wikipedia.org/wiki/Mipmap

But then ... how mipmapping is applied to the model ?? I know .. I have to google again !!! Any shortcut here ???

Last edited by scighera; 16 Nov 2012 at 06:44. Reason: srated googling :)
Reply With Quote
  #18  
Old 16 Nov 2012, 07:33
hcornea's Avatar
hcornea hcornea is offline
  australia
Location: Australia
Join Date: Apr 2007
Posts: 2,137
Jim has some neat tips above, but in short:

Open the texture using imagetool.exe (FSX SDK tool)
Change to DXT1 (as suggested above)
Select Add MipMaps (a whole series of progressively smaller images will appear in the display)
Save as {filename}.dds

The MipMaps are lower resolution representation of your surface, used (hopefully) to display at further distances, to reduce the amount of filtering your graphics card has to do.
__________________
All of my apparent expertise is a product of The Dunning-Kruger Effect
Reply With Quote
  #19  
Old 16 Nov 2012, 08:16
Tejal Bernardo Tejal Bernardo is offline
  spain
Location: GCXO
Join Date: Mar 2011
Posts: 2,138
All this could be applied to custom fences ? all this are the mayor problem I see with textures, above all the roofs, I have to investigate yet why the roof is running and dancing in the building and the next to it haven't any problem being the same texture.
__________________
Bernardo
Reply With Quote
  #20  
Old 16 Nov 2012, 12:16
scighera's Avatar
scighera scighera is offline
  italy
Location: Bergamo
Join Date: Jul 2012
Posts: 30
Quote:
Originally Posted by hcornea View Post
Jim has some neat tips above, but in short:

Open the texture using imagetool.exe (FSX SDK tool)
Change to DXT1 (as suggested above)
Select Add MipMaps (a whole series of progressively smaller images will appear in the display)
Save as {filename}.dds

The MipMaps are lower resolution representation of your surface, used (hopefully) to display at further distances, to reduce the amount of filtering your graphics card has to do.
Thanks a lot for the hint, hcornea !! But you mean that is that simple ?
My first question is: how does the FSX renderer understands that the .BGL file is using a mipmapped texture ?

In other words ... for the 3D objects I'm using blender 1.49, and I convert the .blend file to .mdl and .x file with the script made by Johnatan Harry (BLENDER2FSX). Then I process the .mdl and associated .xml files with the SDK BGLComp.exe

For the .blender file texturing I use .png file, that I convert to DDS DTX1 (no alpha texture) or to DDS DTX5 (textures with alpha channel)

So ... what image should I use when UV mapping the model ?? And there are any "rules" when UV mapping ?

(sorry if i said something wrong ... I'm trying to stay afloat in all these techinacalities )

Thanks for your patience

Paolo
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Unsupported RIFF section: @? linden ModelConverterX 9 06 Mar 2012 14:17
[FSXA] Texturing my Airport Terminal in Gmax aereo GMax and 3DS Max 3 30 Jan 2012 18:58
[FSX] Texture sheet is not displaying and other problems lordofwings ModelConverterX 6 29 Sep 2011 12:47
[FS2004] Bare metal texture gsnde Graphics 5 09 Mar 2010 11:28
Texture Handling/Management VulcanB2 GMax and 3DS Max 9 12 Sep 2009 23:25


All times are GMT -4. The time now is 18:34.

Kirsch designed by Andrew & Austin


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.