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MSFS20 I use model converter x

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For some reason when I export my object from sketchup I make sure to add triangulate faces option on going to model converter x it’s all fine but in msfs2020 the result are bad in the image below you can see the issue , I think it’s trying to create triangles but Messing the texture , I did the whole this but without triangulating face option nothing changed , I’ll appreciate help
 

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Actually it is not fine in MCX, if you imported the product of the build operation, you would see the same distortions in the MCX window. It only looks fine in MCX, because MCX does not complete the final preparation of the model object.
This is a consequence of how MSFS renders UV mappings beyond the 0-1 range. I experience the issue with projected Sketchup textures and not tiled textures, but the consequence is the same. Also I don't yet know how to quantify UV offsets in the Sketchup interface to provide an exact solution, but I do know several very effective work arounds.

The first and easiest, for me, would be to tile your texture in Sketchup, capture a screen shot and project that image to represent the tiled area. The next solution is an adaptation of the first, to use a graphics program to assemble a larger tile made from portions of the original texture. It has been reported that changing the texture size alone, will avoid the issue and one of the contributors here has reported great success using the "make unique texture" feature in Sketchup.
 
For some reason when I export my object from sketchup I make sure to add triangulate faces option on going to model converter x it’s all fine but in msfs2020 the result are bad in the image below you can see the issue , I think it’s trying to create triangles but Messing the texture , I did the whole this but without triangulating face option nothing changed , I’ll appreciate help

Hello:

You may wish to review these threads:


https://www.fsdeveloper.com/forum/threads/material-colors-not-displaying-in-msfs.453561/post-890748


A possible solution in Sketchup, is to make textures "Unique" so that they are trimmed to fit exactly onto Faces.

When we use "Make Unique Texture", mapped Materials that are 'self-tiling' become a 1-piece raster texture image ...re-mapped onto the Face.

Both Colors and/or texture images that are 'self-tiling' become a 1-piece raster texture image ...re-mapped (automatically) onto the Face.

Thus, adjacent co-planar Faces with a Color and a texture image can merge to become a 1-piece raster texture image ...re-mapped onto the Face.


IMHO, adjacent co-planar Faces with Unique Textures and compatible Material attributes ...should be merged via "Combine Textures".


CAVEAT: Use of "Combine Textures" with 'unique' textures depends on Material attributes of each Face UV mapped via "Make Unique Texture".

For example, a Window Pane with a specular shine and transparency should not be merged with a surrounding opaque, non-specular wall. :alert:

GaryGB
 
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I will write an article on the wiki to explain in more detail why this happens and how much tiling is acceptable (it depends on the size of the texture).
 
For example, a Windows Pane with a specular shine and transparency should not be merged with a surrounding opaque, non-specular wall.
Not to refute your findings, because it is "best practices," but what you describe is possible.

reflection.JPG
shine.jpg


I included the channels to give an idea how to reproduce it and you can see it is not perfect, I botched the transitions and included the window frame into the "shine" area, so the effect carries across the top of the windows. The channels that matter are the green and blue and a near absolute opposite is best. If it is made entirely absolute, 255 RGB values for the black and white, the reflection becomes a mirror surface.
 
I
Not to refute your findings, because it is "best practices," but what you describe is possible.

( Image not copied in quote}

I included the channels to give an idea how to reproduce it and you can see it is not perfect, I botched the transitions and included the window frame into the "shine" area, so the effect carries across the top of the windows. The channels that matter are the green and blue and a near absolute opposite is best. If it is made entirely absolute, 255 RGB values for the black and white, the reflection becomes a mirror surface.

I'd like to apply / retain "combined" texture UV-coordinate-defined Material attributes in MSFS and prior versions, as it may save on Draw Calls.

But in a 3D model exported as a KMZ, a 2-sided Glass window pane Face set to transparent mode (aka 'see-through') on both sides of a Brick wall loses the Glass window pane image 'area' transparency ...after the front and/or back Face textures for the Glass Face and the Wall Face are "combined". :oops:

I wonder if a glTF Glass "see-through" window Face "combined" with an adjacent Brick wall Face ...does NOT lose transparent Material attributes. :scratchch


One might also wonder whether we can apply / retain "combined" texture UV-coordinate-defined Material attributes for "specular" separately ?


IIRC. we 'should' be able to do this, as "Specular" involves another separate texture used to implement a " Specular" FS display attribute.


IIRC, a Specular" FS display attribute is independent of any Material attribute for "Transparency" in a mapped Material color or texture image.


GaryGB
 
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