Hi all!
I'm still learning all the needed stuff to make my local airport. I made it for Xplane-11 some years ago and now I have to re-learn everything ( I used sketchup for custom objects).
Well, my two first sceneries for msfs 2020 have been landmaks for two cities. I could extract data from g... maps with Renderdoc, edit with blender and create the objects, import into de sim and fly.
Well, the RenderDoc data result in many objects, everyone with one material. The worlflow I follow implied clean vertex, join all the objects into one, make a copy of this object to a new one and erase all the materials from the second object. Make a smart UV proyect, bake all the materials of the 1st object to the new.
As a result, I had ONE object with ONE UV map and ONE texture. Once exported as glft, I had one .bin, one .gltf, one .xml and one texture.
Then I begun to explore PBR Materials with simple objects modeled in Blender. After some attemps, I succesfully obtained one .bin, one .gltf, one .xml and THREE textures: Albedo, normal and combined OA+Rougness+Metallic.
Imported in the Sim and look good.
The question arised when I try to make a more complex objects with more than one PBR material.
My first attemp was with and object with two meshes, every one with a distinct PBR. Following the RenderDoc workflow and some addons, I could bake all the textures from the two objects into one texture, one UV map. Joined the two objects and finally I got one gLtf object with three textures.
It was a tedious work.. and that with only two PBR. I can't imagine the workload with a complex hangar, tower, etc, with many materials.
But then I made a test. Using the same two PBR materials, I baked the textures separately, that is, one set per objetc (material). Ended with two sets of textures, one set for each object.
When I compliled it ( selecting ALL the objects) I obtained ONE .bin, ONE .gltf, ONE .xml and 6 textures. Opening the object with de windows gltf viewer the result was the same that the joined one. And in the sim, the same. One object file and 6 textures, but the appareance was the same.
So... What is better?
* The 1st workflow, join all the objects, bake all the textures into one
OR
*Left every object ( that is, every part of the real object) separte and export all of them into one single .gltf???
I'm still learning all the needed stuff to make my local airport. I made it for Xplane-11 some years ago and now I have to re-learn everything ( I used sketchup for custom objects).
Well, my two first sceneries for msfs 2020 have been landmaks for two cities. I could extract data from g... maps with Renderdoc, edit with blender and create the objects, import into de sim and fly.
Well, the RenderDoc data result in many objects, everyone with one material. The worlflow I follow implied clean vertex, join all the objects into one, make a copy of this object to a new one and erase all the materials from the second object. Make a smart UV proyect, bake all the materials of the 1st object to the new.
As a result, I had ONE object with ONE UV map and ONE texture. Once exported as glft, I had one .bin, one .gltf, one .xml and one texture.
Then I begun to explore PBR Materials with simple objects modeled in Blender. After some attemps, I succesfully obtained one .bin, one .gltf, one .xml and THREE textures: Albedo, normal and combined OA+Rougness+Metallic.
Imported in the Sim and look good.
The question arised when I try to make a more complex objects with more than one PBR material.
My first attemp was with and object with two meshes, every one with a distinct PBR. Following the RenderDoc workflow and some addons, I could bake all the textures from the two objects into one texture, one UV map. Joined the two objects and finally I got one gLtf object with three textures.
It was a tedious work.. and that with only two PBR. I can't imagine the workload with a complex hangar, tower, etc, with many materials.
But then I made a test. Using the same two PBR materials, I baked the textures separately, that is, one set per objetc (material). Ended with two sets of textures, one set for each object.
When I compliled it ( selecting ALL the objects) I obtained ONE .bin, ONE .gltf, ONE .xml and 6 textures. Opening the object with de windows gltf viewer the result was the same that the joined one. And in the sim, the same. One object file and 6 textures, but the appareance was the same.
So... What is better?
* The 1st workflow, join all the objects, bake all the textures into one
OR
*Left every object ( that is, every part of the real object) separte and export all of them into one single .gltf???

