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FSXA How to set correct texture resolution for Ground Poly?

Messages
442
Country
malaysia
Hi there,

I am trying to map texture to my airport runway ground poly using blender. What i found in the sim is, the texture creates too many tiles on the runway and it doesn't look nice. If i reduce the UV unwrap scale, the visibility of rocks in the runway are too strong. If i increase the scale, it forms too many tiles.

Tiles.JPG


Is there any other ways to reduce the tiles and at the same time the rocks doesn't looks too big? I am using 4096px texture for my diffuse and detail map. I saw some of the payware scenery in the market, their runway and taxiway texture doesn't look tile. Please guide me.

Thank you.
Manochvarma Raman
 

dave hoeffgen

Resource contributor
Messages
1,439
Country
germany
The trick is to make the texture not repetitive. It's an art to do so but if you achieve it you may end up with a high resolution asphalt surface with a tiled texture that doesn't look tiled.
Any other details can then be added as an extra layer.
 
Messages
442
Country
malaysia
The trick is to make the texture not repetitive. It's an art to do so but if you achieve it you may end up with a high resolution asphalt surface with a tiled texture that doesn't look tiled.
Any other details can then be added as an extra layer.
Hi Dave,
Do you mean i need to create a texture somehow like few duplicate textures of asphalt in psd itself for the whole runway and map it in blender? I have a detail asphalt texture too and i felt the detail texture also repetitive as tiles.

Please guide.

Thank you.
 

dave hoeffgen

Resource contributor
Messages
1,439
Country
germany
This approach worked for me (in GIMP):

  1. choose a texture wisely. The stone details should be somewhat uniform already.
  2. import them into GIMP/PS and duplicate the layer.
  3. Invert the upper layer's colors and set it's opacity to 50%. It should now appear like a single mid grey color.
  4. Blur the inverse layer. Now the details reappear, the (maybe not so uniform) color grading does not
  5. merge the two layers and increase contrast.
  6. Set the layers blend mode to something like "hard edges" or "overlay" and add another layer underneath which you fill with a base color that matches the surface you need.
There is still some trial and error involved, so don't loose your patience if you have to start all over again a few times before getting it right.
 
Messages
442
Country
malaysia
This approach worked for me (in GIMP):

  1. choose a texture wisely. The stone details should be somewhat uniform already.
  2. import them into GIMP/PS and duplicate the layer.
  3. Invert the upper layer's colors and set it's opacity to 50%. It should now appear like a single mid grey color.
  4. Blur the inverse layer. Now the details reappear, the (maybe not so uniform) color grading does not
  5. merge the two layers and increase contrast.
  6. Set the layers blend mode to something like "hard edges" or "overlay" and add another layer underneath which you fill with a base color that matches the surface you need.
There is still some trial and error involved, so don't loose your patience if you have to start all over again a few times before getting it right.
Thank you Dave, will let you know once tried it.
 
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