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P3D v5 Issue with sun light/angle to MCX ground polygons

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143
Hi,
@arno (and the rest), I am trying to figure out an issue, which happens only in P3Dv5.
Depending on the time of the day and the position of the sun, the rest of the scenery responds differently in terms of brightness/illumination, compared to the ground polygon exported from MCX. This as a result causes a texturing contrast between the scenery and the ground polygon.
I am attaching a video where you can see clearly the issue. (Bottom half is the MCX polygon and top part is my photoreal scenery which responds to light exactly the same way as the default scenery). I guess I am missing a setting in MCX? I searched the forums, had a play with Assume vertical normal, shadow settings, specular values/colors etc. all of no luck.

Any one knows what's causing this behavior, which as said above, only happens in P3Dv5 - P3Dv4 works perfectly.

Thanks
 

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  • P3Dv5 Sun Issue.zip
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arno

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Hi,

I'll watch the video later on my pc, typing this from my phone.

Are you use PBR or standard materials on the ground polygons? And which sim version did you select for the export on the GPW?
 
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Hi,
Ground polygon is with standard materials only, no PBR and I am exporting for P3D v4.4.

Thanks
 

arno

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Hi,

I had a look at the video now and I see the lighting and color are slightly different. But given that 3D objects and terrain scenery are completely different parts of the scenery engine that it not really surprising. You might want to check what kind of color the diffuse and ambient color of your ground polygon model are, maybe you can make them a bit lighter.
 
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Hi,
Ambient and diffuse are already white so that won't help much I guess.
The issue is when the rest of the scenery is more bright/whitish and the ground polygon has a "darker" response to light changes.

Having said that and from the fact that P3Dv4 works great on this aspect, my understanding is that, it's not a matter of a MCX setting, it's just how P3Dv5 handles lighting and it's a dead end to the issue?

Thanks
 

arno

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I am afraid it is something outside of your control indeed. Did you already double check if all normals point in the right direction?
 
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Yes all looking good in that aspect. If it's P3D engine then it might auto fix the issue in the future :)

Thanks for clearing this up
 
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