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  1. Heermeyer

    MSFS24 SimPropContainers

    No, it is not HDRI :) Shading on the eaves is definitely pure AO baking by Substance Painter, ill make a dummy box especially for this. But i think that AO and 3d objects shadows are different things. AO depends on the COMP texture, and the shadow is a kind of raytracing.
  2. Heermeyer

    MSFS24 SimPropContainers

    Thanks for clarification, it also seemed to me that it was impossible to control.
  3. Heermeyer

    MSFS24 SimPropContainers

    Wow, thanks, this is very valuable information!
  4. Heermeyer

    MSFS24 SimPropContainers

    Yes, this is the last LOD with animation, there is no animation in LOD3.
  5. Heermeyer

    MSFS24 SimPropContainers

    AC unit next LOD does not cast a shadow on the wall. Maybe this is the price for SimProps parts with different LODs. Or is it related to material without texture for an AC unit. In general, i dont know if this can be considered as "shadow anomaly".
  6. Heermeyer

    MSFS24 SimPropContainers

    Exactly! KPNN Terminal SimProp demonstrates the shadow effect when AC unit switching between LODS.
  7. Heermeyer

    MSFS24 SimPropContainers

    For example, AC unit from message #2 in this thread. Package are published on flightsim.to.
  8. Heermeyer

    MSFS24 SimPropContainers

    Thanks :) The only noticable problem with shadows is the transition between LODs, when the shadow suddenly disappears, but i think this is an offtopic.
  9. Heermeyer

    MSFS24 SimPropContainers

    Here is the full not compiled SDK project, i removed the test junk and left only basic terraform.
  10. Heermeyer

    MSFS24 SimPropContainers

    LTS 3.6.13. LOD setting are not optimized, just some numbers :)
  11. Heermeyer

    MSFS24 SimPropContainers

    "Random" UV position for different roof and walls decals. The only way i know to solve texture repetition problem. Components are not welded, but as far i know the MSFS graphics engine is completely indifferent to this. Can you give an example? This is very interesting. And this is my project...
  12. Heermeyer

    MSFS24 SimPropContainers

    Grunge decal only on roofs and walls, 1mm off base mesh, no issues.
  13. Heermeyer

    MSFS24 SimPropContainers

    Second proof of concept. Populating area with multiple of an identical (almost) hangars. This is where SimProps shines in all its glory. First image is an exploded view of all parts and next one how it looks in the sim. Plus there is a two grunge textures (decal material) with randomized UVs for...
  14. Heermeyer

    MSFS20 Problem with emissive texture

    Yeah, i think its better to have a couple of drawcalls than one emissive texture. And for these plain colors textures are not needed, just material with emissive settings.
  15. Heermeyer

    MSFS20 Problem with emissive texture

    Do you have any LODS? In this case much easy to make a simple materials for the bulbs without textures.
  16. Heermeyer

    Taxi Line Generator Addon

    Hi! When addon is enabled, any standard curve became "2D", without Z-axis, like after "Scale-0-Z" command and could not be edited by Z anymore. And i couldn't make a smooth radius, it always be too "squarish". But maybe its my fault, i'll try again..
  17. Heermeyer

    MSFS24 Elevator

    Today i learned... Its funny, but "avatator" is actually possible.
  18. Heermeyer

    MSFS20 LOD adjusts texture colors

    Yep, looks like different shades of metalness or roughness channels. But its hard to tell from the screenshots.
  19. Heermeyer

    Is it possible to modify the mesh of a custom default ASOBO/GAYA MSFS 2024 airport ? (TNCM)

    Here's my project in attach. Asset Group is Airport, not BGL.
  20. Heermeyer

    MSFS24 Valid texture to export from blender

    You may use any textures as FLIGHTSIM MATERIAL TEXTURES. From your pack for example (for 3d models) you need 3 png or jpg files: 1. Base Color (Albedo): Ground079S_Color 2. Occlusion(R) Roughness(G) Metallic(B): Ground079S_AmbientOcclusion - Red Channel Ground079S_Roughness - Green Channel Blue...
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