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MSFS20 Apron Textures

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83
Country
fiji
So...at the moment i'm trying my best to make my apron ground poly made in Blender (Projected Mesh) look good with a PBR material from Substance Painter.
And it doesnt even look good at all, not even 4096x4096. So i'm probably missing some important information regarding how to handle these type of giant textures in the sim.

1601851293615.png


Any advice??
 
How are they tiled in Blender? Im a 3dsmax user so Blender isnt my strong point, but same rules apply with UVWs im pretty sure. And what is their format before fs converts them to DDS ?
 
I haven't tried projected mesh yet but if it's like aprons your textures will be downgraded. I tried making a few ground markings but they all look low resolution in the sim.
 
Even if you use super high resolution textures for your ground, including projected meshes, it will be reduced to a low resolution which is actually tied to the "Terrain Level of Detail" in the graphics setting. Even at maximum setting (200) it is very pixelated when up close. That is why ground markings and such are really bad compared to what we can achieve in XPlane for example.
 
Even if you use super high resolution textures for your ground, including projected meshes, it will be reduced to a low resolution which is actually tied to the "Terrain Level of Detail" in the graphics setting. Even at maximum setting (200) it is very pixelated when up close. That is why ground markings and such are really bad compared to what we can achieve in XPlane for example.

What would be the best approach then? Draw everything directly with the sim tools? (Apron, taxiways, etc?) and not use Projected Mesh??
 
Last edited:
OK. I made a wild discovery.
big studios clearly have some secret around
Some payware airports do have better looking markings while others suffer more of aliasing on markings, etc. So I wanted to share what I found.

Contrary to logic, if you use a high resolution texture, like a 4k texture, you are making the aliasing worse. Since the simulator has to down size the resolution before painting it on the ground, I guess it doesn't do a great job at that. The bigger the textures, the worse the aliasing. I just proved it to myself by lowering resolution on a projected mesh texture.

Here is before and after:

4kvs512.jpg
 
OK. I made a wild discovery.

Some payware airports do have better looking markings while others suffer more of aliasing on markings, etc. So I wanted to share what I found.

Contrary to logic, if you use a high resolution texture, like a 4k texture, you are making the aliasing worse. Since the simulator has to down size the resolution before painting it on the ground, I guess it doesn't do a great job at that. The bigger the textures, the worse the aliasing. I just proved it to myself by lowering resolution on a projected mesh texture.

Here is before and after:

View attachment 63408

Interesting.
It doesn't work the same with Apron Textures.
Already tried to divide my Apron Area into 4 big UV's, but still looks like $#%$.
 
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