Vitus
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Hey Dietmar,
Hi David,
1. I am working on a new version right now and after some consultation we have decided to switch the lat/lon variables back to strings. It's a bit of a bummer, because I liked the fact that you couldn't input gibberish before, only numbers. But Blender uses 32bit floats for ALL custom floating point variables. And to make things worse it seems like there's some conversion going on in the background that looses more precision.... So long story short: the switch back to string will resolve that, at the cost of a syntax check.
2. I'll look into it! It's possible that I forgot some of the variables when converting to the new Blender version.
3. It's currently not possible, but the support for "flat", textureless materials will be possible in the next version!
4. To a certain extend, yes. I am currently going through a list of things that will be hidden from the material ui, depending on which SDK is selected. The one thing I cannot easily hide is the main switch between Specular and PBR material. So it will still be possible to select PBR, while using the FSX:A SDK in the future - however the exporter will point out the error in your ways if you choose this combination anyway
5. You can customize the shader graph to a certain extend. The limits are outlined in the wiki, but the tldr is: don't delete the principled bsdf/specular node! And if you use mixRGB node to combine different texture maps in your shader, make sure to keep the original image texture nodes! When those nodes are initialized, they are being given an internal name which can identify them in the exporter.
I hope this helps and sorry for the late reply!
Hello @Vitus
I just tried your last version and I encountered the following:
View attachment 56468
- My scenery object ended up slightly misplaced: Blender's floating point resolution isn't precise enough.
- Bump scale isn't properly exported, but alway one
- How do I specify material colors when not using a texture? (especially done for specular colors on less important objects to save performance)
- Is it possible to hide the options that are not available with the selected sdk?
- Can the node tree be customized? As I prefer to use unconverted png textures for modeling (more flexible workflow in texture creation) I always have to remove the normal map rechanneling and UV flipping nodes, jus as an example, but I do that over and over again on every material. Others may like it that way on the other hand. Maybe a single slider could fix that? I also thought of node group to improve the overview. It could look somewhat like this:
Keep up the good work!
David
Hi David,
1. I am working on a new version right now and after some consultation we have decided to switch the lat/lon variables back to strings. It's a bit of a bummer, because I liked the fact that you couldn't input gibberish before, only numbers. But Blender uses 32bit floats for ALL custom floating point variables. And to make things worse it seems like there's some conversion going on in the background that looses more precision.... So long story short: the switch back to string will resolve that, at the cost of a syntax check.
2. I'll look into it! It's possible that I forgot some of the variables when converting to the new Blender version.
3. It's currently not possible, but the support for "flat", textureless materials will be possible in the next version!
4. To a certain extend, yes. I am currently going through a list of things that will be hidden from the material ui, depending on which SDK is selected. The one thing I cannot easily hide is the main switch between Specular and PBR material. So it will still be possible to select PBR, while using the FSX:A SDK in the future - however the exporter will point out the error in your ways if you choose this combination anyway
5. You can customize the shader graph to a certain extend. The limits are outlined in the wiki, but the tldr is: don't delete the principled bsdf/specular node! And if you use mixRGB node to combine different texture maps in your shader, make sure to keep the original image texture nodes! When those nodes are initialized, they are being given an internal name which can identify them in the exporter.
I hope this helps and sorry for the late reply!