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MSFS20 Need Help with parallax and sketchup models

Hi Rick,

I have seen that sample, but it does not really tell me how the second UV channel is used in combination with the behind window texture. I want to understand how it is selected which part of the behind window texture is being used. It seems that is not only by the texture mapping.

I have modified MCX now so that I can easily modify the texture coordinates (both UV0 and UV1), so hopefully that allows me to play around with the mapping and see what that does.
 
Hi Arno.
Here's an example of a cube with a window front. I'm not sure Blender will make this without editing the glTF.

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Thanks Dick. Over the weekend I have succeeded in making and exporting a sample box with parallax window from MCX as well.

Only thing I still need to figure out is how the section of the behind window texture is selected and mapped. It seems to be more than the UV2 mapping that determines this.
 
In the above example, I have only one UV map for the glass front of the cube (it's a separate mesh split off from the cube). I mapped the window front surface texture. Then in Blender, you can just plug in the other textures to the appropriate slots, and all is mapped right. I haven't messed with the 2x2 or 4x4 textures yet, and their mapping, and the room numbers and such are still a bit of a mystery to me. There must be some randomization involved there.
 
Hi Dick,

I indeed see you used a room texture with only one room, I used the one from the material sample with 4x4 rooms. Also interesting to see that your model has no second UV channel. But if I look at the compiled package the packager tool did duplicate the first UV channel into the second one.

From what I understand now it is the RoomNumberXY, RoomSizeXScale, RoomSizeYScale and the texture mapping in the UV1 channel that together influence which bit of the room is shown.

I guess the good news is that MCX can already make this material correctly. So that means SketchUp models can also have it added. I was thinking the UV1 capability that I added is needed, but it seems that is not even the case as the packager will add it otherwise. Once I understand how the exact mapping works I hope I can have the preview of MCX render the parallax window as well. That would be cool to have.
 
I hope I can have the preview of MCX render the parallax window as well. That would be cool to have.
I don't know if you realize, so I apologize if these are old rants, but the MCX render is not very accurate to FS2020. The biggest discrepancies are; transparent polygons in 2020 that are sometime opaque in MCX and sometimes also transparent in MCX and also, textures that are paired with comp textures that are faded in color and not really true to the gloss/flat shading of PBR.
 
Hi Rick,

If people don't report render issues to me, I am not aware of them. What helps best to improve the renderer is if you can provide samples of objects that show incorrectly. If possible a simple box with the appropriate material settings. And then I can test and try to improve the shader in MCX.
 
No problem, I'll post some examples in the next few days. Thanks for unraveling the whole parallax ball of wax, as well.
 
Thanks Rick.

It's been a lot of fun to dive into this parallax windows. It's quite a nice technique the parallax mapping. Really efficient way to add depth cues without any extra polygons.
 
Hi all,

There is a new build of MCX online now that will read and write the secondary UV channel correctly. And it also has a vertex editor so that you can edit the texture coordinates of the second channel. This might help when trying to add parallax windows to an object.

I am still trying to understand how the texture mapping really influences the room that is shown.
 
Hi Arno:

Is there a way to distinguish between the numeric coordinates used for UV channel (1) and UV channel (2) in a glTF ?

I am curious if we can distinguish whether the (relatively) new PBR plugin for Sketchup actually may write a 2nd UV channel.


IIUC, it outputs a Khronos glTF 2.0 format; the PBR plugin author reports it to be compatible with SketchFab format as well.


Thanks in advance for your reply as to how we may identify / test this, as Khronos glTF 2.0 does not yet seem to support this.

https://www.fsdeveloper.com/forum/threads/ensx-stavanger-ems-helicopter.459356/post-929195



GaryGB
 
Hi,

In the hierarchy editor you can see what the values are for the vertices, including both UV coordinates. You need to enable the option to show vertex details first.
 
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