• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

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MSFS Blender object without pbr material

@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.
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