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Recent content by light_blue_yonder

  1. light_blue_yonder

    MSFS Custom Object Face Appears Serrated

    The answer I was expecting but the answer I was hoping I wouldn't get. 😢 Thanks for the suggestions! I will definitely try those, but the first method likely won't work given how far down the shadows reach and how thin the roof it. I'll mess around to see which one works better, and will most...
  2. light_blue_yonder

    MSFS Custom Object Face Appears Serrated

    Hello all, I return with another strange problem. This is the first time I've seen this happen on a custom object. In this building I'm making, there is a wood support beam running across the ceiling like the pictures show below. In Blender, the face is perfectly flat. In the sim, the face...
  3. light_blue_yonder

    MSFS20 If loading a BGL in the editor causes immediate freeze, check this:

    Thank you for the link! I will cross-post to there. I had to restart a project three times, and was lucky that it was a tiny project. Hopefully, it'll save people doing big projects some pain.
  4. light_blue_yonder

    MSFS20 If loading a BGL in the editor causes immediate freeze, check this:

    *This is only relevant if you have custom materials/textures in your project.* This may be quite obvious for a lot of people, but I ran into this issue and Googling yielded not much help, and I discovered this by accident while rebuilding the project again from scratch. So at the cost of...
  5. light_blue_yonder

    P3D5.3 PBR Texture Requirements

    Solution update: I haven't solved the problem specifically with P3D, but doing a similar workflow in MSFS found the culprit. I was expecting the normal map to provide the elevation map for color contrast as well, but the sims are not dedicated render softwares. The albedo texture must include...
  6. light_blue_yonder

    P3D5.3 PBR Texture Requirements

    I have tried to invert the normal map to the Direct X way, but the problem is that everything appears flat despite the normal. I think the problem is that the height information is stored in the displacement map (as it should be), but P3D does not have a displacement map assignment. Do I need to...
  7. light_blue_yonder

    P3D5.3 PBR Texture Requirements

    Hello all, I'm pretty new to scenery development for P3D, and I'm kind of jumping in the deep end with PBR. I've made my 3D model in SketchUp, which went as planned. I decided to create my own corrugated metal wall texture in Quixel Mixer, and exported the albedo, metallic [metalness(R)...
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