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From Blender to MSFS. Penetrating light and ugly shadows.

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13
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poland
Ladies, Gentlemen.
I'll be very grateful for any help and advice on how to deal with my problems.
1. Light penetrating through the walls of the object (marked with circles). It does not matter whether each support, wall of the building is a separate element or the building is a single whole.
2.Shadows(marked arrow). Elements of the building cast ugly, jagged shadows on the rest of the building.

Where am I making mistakes... 😞
ugly_shadows.jpg
 
Your structure looks very wholesome and substantial, considering it is has a column supported awning plopped down into knee high grass and beyond that there is very little you can change. In other words, it looks great in the sim and I recommend you focus on completing it as you intend. The shadows you describe are a normal part of the sim.

The dark blotches are procedurally generated where geometry intersects and short of matching your awning to the color of the blotch, nothing else can be done. The light penetration is a known glitch, the only work around is to construct geometry to conceal it and the jagged shadow edge is also procedural. In that case, it happens that the angle of that leg of the building coincides with the direction of light, but since shadows usually cast onto surfaces that are perpendicular to the light source, they usually look pretty convincing, but your wall is revealing the render engines weaknesses.
 
Your structure looks very wholesome and substantial, considering it is has a column supported awning plopped down into knee high grass and beyond that there is very little you can change. In other words, it looks great in the sim and I recommend you focus on completing it as you intend. The shadows you describe are a normal part of the sim.

The dark blotches are procedurally generated where geometry intersects and short of matching your awning to the color of the blotch, nothing else can be done. The light penetration is a known glitch, the only work around is to construct geometry to conceal it and the jagged shadow edge is also procedural. In that case, it happens that the angle of that leg of the building coincides with the direction of light, but since shadows usually cast onto surfaces that are perpendicular to the light source, they usually look pretty convincing, but your wall is revealing the render engines weaknesses.
Thank you for your reply.
I was already losing hope of moving on with it. I thought I had "hit a wall". I'll to mask these joints with a darker texture (AO). I'm moving on with work. Thanks!
 
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