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Dark Textures during dawn and sunset

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137
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portugal
Hi,

I used 1024x1024px textures to create a photoreal polygon to get the highest quality as possible near the runway.
Underneath I've created a photoreal with Sbuilder, with the resample process.
Everything is great, except when the sunrise or sunset time approaches. The 1024px textures get much darker than the resampled.
Here's an example:
During day: (everything ok)
1.jpg

Approximately 8H30AM:
2.jpg

Before sunrise:
3.jpg

I don't have LM textures, and I tried to create them, but they only apply at night, so at dawn the problem would be the same...

Is it some wrong settings during the conversion trough MCx? Does anybody have any suggestion?
I would appreciate it, thank you in advance.
 
Would you be able to state your situation in different terms? It looks like you may be combining polygons created by the ADE GP Editor with polygons created using SBuilderX, but that is not directly stated. The distinction is fairly important, consider it in light of the next sentence.
Hi,

I used 1024x1024px textures to create a photoreal polygon to get the highest quality as possible near the runway.
The term "1024x1024px" implies a material/texture tiled polygon as derived from the GP Editor, however the term "photoreal" implies a single material/texture, photographically derived polygon.

As to the problem itself: This part is complete speculation since we don't even know which version P3D we are working for. If you are using polygons derived from the ADE GP Editor, they do not allow a night texture, to my knowledge. Without specific night textures, the simulator applies a dark filter, about 90% opacity black, to simulate night. What your picture sequence looks like to me is, by frame, #1 all default or day textures rendered. #2 all default or night textures rendered and #3 all default and night textures rendered, with night filter applied. Bottom line: if you use specific night textures in conjunction with transparency, I am pretty sure that all polygons must have a night texture in order to control this transition.

I think it is a good idea to be as painstakingly clear as possible, as a gesture of respect. Software used, level of experience, degrees of transparency, pixel color used; all this information could be potentially useful and to be honest, I have never seen someone use too many words to describe their problem. Case in point; this reply, which is virtually meaningless if you are not using the GP Editor.
 
Hi rk,
I didn't understand if there was lack of information, or if it was to much not needed information.
I'm gonna try to express myself better:
I used this method to build the airport ground:
I tried applying different layers to the textures, and I believe that 8 seems better, but there's still difference.
This process gives, according to what I read here, the best quality of photoreal image possible. But, is also very hard-working.
Basically I only created the area near to the runway with this process.
For the rest of the airport, I don't need such good quality, so I though I should go to Sbuilder and download photoreal.
The green area is built with Gmax, the red, just downloaded with Sbuilder.

Question: I can't see to find out why the image built with Sbuilder has different lighting when dawn...
I'm using P3D V3.
 

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