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FSXA Airbus A350 XWB

F747fly and me (well mostly me ;) ) weren't too fond of the Ambient Occlusion that was on the aircraft, so I jumped in and remade those. The result is almost uncomparable, but I still think things can be improved. Being a noobie and all, I don't know alot about AO baking, so here's a picture on how the AO looks like now.

cKV3NTJ.png


my biggest issue here is, is that you can still see the edges of the fuselage. Is it better to remove them in Photoshop or is it preferred to set up Blender differently so it doesn't render those edges?
The edge problem must be Blender specific as I have not encountered it in Max.
It looks like you are baking the AO with only a single object in the scene. The aircraft should be assembled so you get the shadows from the other objects such as the wings, etc.
 
The edge problem must be Blender specific as I have not encountered it in Max.
It looks like you are baking the AO with only a single object in the scene. The aircraft should be assembled so you get the shadows from the other objects such as the wings, etc.

I have never had that problem using Blenders AO Back. Under Gather and Raytrace how many samples are you using to produce your AO Bake? I usually use 25 to 30 sample rate for AO Baking.

Thanks, Kris :-)
 
I have never had that problem using Blenders AO Back. Under Gather and Raytrace how many samples are you using to produce your AO Bake? I usually use 25 to 30 sample rate for AO Baking.

Thanks, Kris :)

Well Roel wanted to go nuclear on it, so he crancked it up to 128 samples.... frankly my system can't handle that, but his could!
 
The edge problem must be Blender specific as I have not encountered it in Max.
It looks like you are baking the AO with only a single object in the scene. The aircraft should be assembled so you get the shadows from the other objects such as the wings, etc.

No actually we (Roel with my personal approval) baked it with pritty much all objects there...
 
Well Roel wanted to go nuclear on it, so he crancked it up to 128 samples.... frankly my system can't handle that, but his could!
I have an, economically speaking, lower middle class computer, 3GHz, 4M ram. My element settings, Samples 220, Spread 1.0, Max Dist. 10.0 and Falloff 1.0. Small objects usually take about 5 minutes to bake but larger more complex objects can take up to 45 minutes to an hour as with the wing on the Defiant.
 
My element settings, Samples 220, Spread 1.0, Max Dist. 10.0 and Falloff 1.0.

Well, must be the samples then... I never exceeded 25. :banghead: But I guess if you are willing to grant Blender a whole three quarters of an hour for a wing texture...o_O

Cheers :)
 
I used 128 samples and the margin on 1px and it took more than 2 hours per bake to finish. And I have a i7 @4.6ghz and a GTX780 so you can understand that my room got quite hot... Now I know why they call it 'baking' ;)

So 3DS might be better for texture baking than Blender, is what I get here
 
Although I haven't figured out how to do it yet you can batch bake objects in Max. When I first tried batch rendering to texture the first object came out correctly but all the rest didn't. Once I figure out the proper settings then I can let the baking run all night and wake up to a ready made cake. :stirthepo
 
objects usually take about 5 minutes to bake but larger more complex objects can take up to 45 minutes to an hour as with the wing on the Defiant.

I guess those figures add-up on my systems as well. But when Roel offered to do it for me at 128 samples I obviously didn't refuse.
But hang on there, what 3DS appearently doesn't different from Blender is in someway remove those lines, either through not baking them and therefor having a margin for baking (say no shadows smaller then X) or removing them before releasing the final bake automatically.
Blender quite simply doesn't seem to make a difference between Baking with flat or smooth shading, it might be the point where it all goes wrong ofcourse.... Well I guess we'll have to deal with that....
 
I have had similar problems with those lines outlining the polygons, but only on some objects, typically small ones. I really don't know what the cause is. I don't think I've ever had the problem with anything big like a fuselage or wing. On two or three particularly stubborn objects I had to use a subsurface modifier to further smooth the mesh, and then remove it after baking. Anyhow, I think every object (excepting gauge needles and similar parts) on my DC8 has been baked with smooth results in Blender. I use anywhere from 25 to 100 cycles, depending on the light level. It's a little dark in some corners of the VC and I need more cycles to avoid grainy results.

What are you using for a light source? For the external model I use a hemi and always bake a full render. The lighting in my VC is more complex; I have a hemi as well as area lamps in the windows.
 
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I've also been having the problem of banding on cylindrical objects. Are you baking in Blender Render? I was and just decided to try baking in cycles and the effect seems been be minimised by quite a lot.
 
Well I've done sometesting for this... It seems that if a cirkle/cylinder has enough verts to make the angle between them shallow enough.... But then again, I'm not gonna change this aircrafts polycount, noted it for a next one ;)
 
I have an, economically speaking, lower middle class computer, 3GHz, 4M ram. My element settings, Samples 220, Spread 1.0, Max Dist. 10.0 and Falloff 1.0. Small objects usually take about 5 minutes to bake but larger more complex objects can take up to 45 minutes to an hour as with the wing on the Defiant.

220 Samples?? :eek: I've never noticed a difference beyond 128, and 64 is what I normally use. (32 if I'm in a rush.)
 
220 Samples?? :eek: I've never noticed a difference beyond 128, and 64 is what I normally use. (32 if I'm in a rush.)

Glad to see I'm not the only one who only uses numbers that are a power of 2. :P 128-256 is generally what I use on final renders. I've noticed a noise effect any lower than that.
 
after a while of inactivety (real life kept me busy) I did some try and fail on the gear. After which I decided to make some random gears as a sort of practice, here's one that obviously doesn't belong to the A350 but was a good excersice, I'd be happy if I could get the A350 gear to the same quality (I think)

C172_gear_3.png


C172_gear_2.png


C172_gear_1.png


(And I rendered in pure white I just realised, so these gears will be floating in this forum)
 
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after a while of inactivety (real life kept me busy) I did some try and fail on the gear. After which I decided to make some random gears as a sort of practice, here's one that obviously doesn't belong to the A350 but was a good excersice, I'd be happy if I could get the A350 gear to the same quality (I think)
Looking good!
And since you 'doodle' quite much, have you ever tried a tailwheel? (just curious how other people would do it ;)
Something like this one:
Extra330_tailwheel.jpg
 
Looking good!
And since you 'doodle' quite much, have you ever tried a tailwheel? (just curious how other people would do it ;)
Something like this one:
Extra330_tailwheel.jpg

Thanks! Well that depends... Would tou say the Fokker S-11 is a tail dragger? Frankly it's gear does drag at the tail ;)
 
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