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MSFS Blender object without pbr material

Messages
204
Country
us-texas
@pks1414 --- Right, no need for emissive generally speaking. If you need lighting later, you can also bring native Blender lights straight into Blender into FS 2020, but I don't know all the performance implications. I haven't done much lighting yet, so just noting I rendered a test LAMP and it seemed to work ok. There are 3 main things that can bring this stuff to a crawl, large overly reflective surfaces, too many polys, too large or too many textures, or too many lights. Those are the main issues if you are designing a big airport, for small airports, it's much simpler and you can do whatever you want for the most part.

Also remember that resolution doesn't really indicate texture quality in many cases if you get the textures online, as there is a lot of poor res textures that were upscaled. True resolution is a function of MTF and a camera's lens and ability to capture the res. A lot of these textures online are about half the res they claim to be if you really analyzed the actual MTF.
 
Messages
195
Country
us-california
okay I think i figured out my own problem. using a node, i saced the text ure got this as a comparison... so no need to go in and manually scale my textures. if i get the math right i can then create an ao that works for all textures/objects

Screenshot (286)sm.png
 
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