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How can I matt models with glossy surface.

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19
Country
germany
Hi arno,
all of my models look glossy, passing them flying in XP-11.50.

How can I matt them in MCX?

Kind regards

Wolfgang
 
Hi,

I'm afraid I don't know a lot about X-Plane models, but I would check the specular color in your model. What value does that have? I would have to check in the source code which attributes are written to X-Plane OBJ files that might affect this.
 
Hi Arno,
attached a complete group of files and textures of a simple Hangar-Tent.

A friend of mine, who completes all the bitmaps by hand was wondering about the following informations in the obj. file:
NORMAL_METALNESS
BLEND_GLASS

Please, can You explain the meaning of this attributes. When deleting, the model is shown as a grey shaped model in XP-11.

Sunny afternoon

Wolfgang
 

Attachments

Hi,

X-Plane has a good documentation of their OBJ format in there you can find the meaning of each attribute:


The BLEND_GLASS is a special blend mode for glass that has reflection as well. And NORMAL_METALNESS specifies that the normal texture also contains the metalness information for PBR materials.

But I am a bit confused now. Are you importing an OBJ file or are you trying to export to OBJ? I had the impression you exported to X-Plane with MCX, but maybe that impression was wrong. MCX does not support the BLEND_GLASS attribute and would not add it either. The NORMAL_METALNESS attribute is only written by MCX when you have specified it in the material options. But the textures included with your model don't seem to be PBR material textures, so I don't think you need it.
 
Good morning Arno,
thank You for your link to the WED instructions. I see clearly now;-))

I never have set options for metalness and glass in MCX. So maybe they are the standard options since the beginning of model Creation a couple of weeks ago?

Please, tell me, where I can switch out the wrong options in MCX.

Deleting both options, the models are shown as grey faced 3D-models.!?? Models with well coulered surface in SU, MCX and AC 3D are shown with confused surfaces in the WED.

WED will be sometimes the origin of the troubles. Attached: Thes last model of an building "Bundesarchiv Hangelar" with wrong placed texture on a roofs right side. There You can see a photo instead the Roofs colour.

Here my practiced complete workflow:
1. Creating the models with SU, checking them by the extensions Clean-Up3 and texture minimizer,
2. Rendering the models with your MCX, first setting all to the power of two, synchronice same textures to nearly same file formats, and complete bitmaps by hand if textures are not combined automatically.
3. Creating only the obj. files with AC 3D dev and
4. Placing the models in XP 11.5 with the WED 2.3r.

Now I will test a model step by step.

By the way: Sometimes MCX must be stopped by shutting down my notebook, because the Win10 task-manage couldn`t stop the beginning of a frozen process.

At last a question for creating better bitmaps.

Your Groote Emmen kerk bitmap is very perfect. Chapeau.
Was it createdt automatically by MCX? My bitmaps all look a bit confused. Small textures of a colour are shown very huge and the really significant Photo textures as small as "stapms" and often as multiple images instaed of one photo.

What is the way to make them perfect?

Waiting on your lighten answer and I will test all of my models once again.

Have a nice day

Wolfgang
 
Sorry, after the notebook crash I can not attache zip files. I will send You both Models "Kaserne mit Querverbindung" and "Bundesarchiv hangelar" with the photo textures on the roofs by separate E-mail
 
Hello.
check the "ATTR_shiny_rat" (last line in the .obj file).
when exporting the xplane object with mcx it is sett to "ATTR_shiny_rat 1" by default, which makes objects very glossy. Try changing the value to 0.5 (this is the default blender and sketchup exported objects use). Not sure if you can change the value inside of mcx though, i always do it manually just open the .obj file with a text editor.
 
The ATTR_shiny_rat attribute is set based on the Specular Power that is specified in the material. A value of 1 would mean that you have a specular power of 255 specified.
 
Hello,
This is the last line in my .obj file is: TRIS 0 990.
Adding the Text above TRIS 0 990 shows no change of the specular/glossy surface.

Here the explanation, I have found from the Moderator TKyler
"Actually, ATTR_shiny_rat, though it still works, it is a deprecated feature. The modern method of making shiny parts of a model is by adding the text directive to the OBJ text file."
Here the link: https://forums.x-pilot.com/forums/topic/7118-how-to-use-attr_shiny_rat/



TEXTURE xxx.png
NORMAL_METALNESS
BLEND_GLASS

.. and here the XP-Log files warnings for each model: xxx.obj uses blend glass but is not set to glass lighting.


I render all SU Models with MCX without changing one of the default settings and import them in AC 3D, where models are converted with the XP plugin to an XP8 .obj file.

Thats all, I have done before.

In which program I have to set "to glass lighting"?
 
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