• 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:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Messages
18
Country
unitedkingdom
I've ran into an issue when exporting a building complete with Point and Spot Lights into the sim using the latest Blender2MSFS Toolkit. The building object and the lights set in blender are set to cast shadows, and are of course on a day/night cycle. I've tried various different methods to get this to work, but to no avail. I also tried using an asobo light, however the light bled through, just like it does on blender exported lights.

My issue is that while they show correctly in blender and the light doesn't pass through a surface, when exported into the sim, light seemingly passes through surfaces as if they weren't there. Attached is an example of what I mean (e.g. spot light from above balcony passing through the material.
124569074_2779093349084426_195067140201080021_n.jpg


During the daytime, shadows cast fine.

FlightSimulator_OOdJfYy95y.jpg


blender_qKm2tIJhd3.jpg

Here is the model in blender, with shadows correctly cast

I've looked on the Blender2MSFS Wiki and it states that the Parameters supported for export are
  • Color
  • Power
  • Shape-size (cone angle for spot lights)
Does this signal that the reason for the light seemingly going round corners is because the Cast Shadows option, although selected in Blender Light properties, is not supported by the Toolkit?

Are there any material properties that would need to be changed to stop light going through them? Any advice would be much appreciated.
 
Last edited:
Back
Top