Again?

arno

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Hi,

This is probably the effect of the light direction. Polygons that are facing the light are more bright, than those not facing it. You can alter the direction where the light comes from in the preview as well.
 

arno

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FSDevConf team
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The MCX preview tries to mimic how FS handles the light variation based on viewing direction. So most likely you will see a similar difference in FS as well.
 
I think I know why it happening and it trigger me like a firework.After I textured and exported I relised that my some faces were not flipped as they should be.
After I flipped them the textures turned darker.
So what I think it’s that I have to texture the model again and this will solve the problem
 

arno

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Having the normals of the polygons flipped indeed also affects the rendering. Good to hear you solved it now.
 
If you remember from my old topic where i got the same problem as here i found a real solution without sketchup!!!!
Its Assume vertical normal in MCX!!!
Thats it.
 

arno

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Assume vertical normals will make all faces shaded the same. That different from an inverted normal on one face.
 
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