• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Maximum Image-Material Resolution

So we made a runway material which is over 22,000 pixels long, and it seems difficult to insert it in SKP.
We reduced the image size, but still it's being difficult, so how do we use it? Or we got to chop it off in to many pieces and then?
 

=rk=

Resource contributor
A pixel is a picture element (pix + el) in a raster display and bears no relationship to the dimension of a model. If your material has inadequate resolution in smaller sizes, then the only solution is to make smaller model pieces - than an entire runway - using larger chunks of the material texture.
 
Hello:

By default, 32-bit versions of Sketchup will reduce the resolution of any large texture image to tiles of 1024x1024 pixels each using a internal "medium quality" 'down-sampling' graphics function. :alert:

AFAIK, this is also still true in the newer 64-bit Sketchup, but I have not yet tested this personally to see if that requirement has changed.

UPDATE: See this post below...

http://www.fsdeveloper.com/forum/threads/maximum-image-material-resolution.435357/#post-724510



Thus, when working with 32-bit Sketchup, one must work with image "tiles" of 1024x1024 pixels to texture ex: ground polygons. :pushpin:


You may wish to consider that ground polygons, in order to fit the "curved Earth" 3D world model in FS, must be broken into segments at 100 Meter intervals, and that when creating ground polygons as a 'group' of tiles surrounding each Geographic coordinate placement Reference Point, it is recommended that such groups of tiles be no larger than 500 Meters each ...for reasons of MipMap display and performance.

Additionally, one must ensure that each ground polygon tile is textured individually in order to not map onto any ground polygon surface, image pixels which are closer than 1 or 2 pixels in from the edge of a texture image ...to avoid "lines" between tiles when displayed in FS at run time.


So if one has a goal of creating a ground polygon with higher-resolution textures that:

* have been mapped to the FS "curved Earth" ground surface

* display higher resolution MIPMAPs in FS within the visibility distance of the "on-ground" aircraft camera viewpoint

* with good performance in FS

* without "lines" showing between ground polygon tiles in FS

...one is going to be working with smaller image tiles anyway. :idea:


IIUC, if one attempts to "drape" a large ground polygon with a large (greater than 1024x1024 pixels) texture image in 32-bit Sketchup, one is still going to have an automatic reduction of the resolution of any large texture image to 1024x1024 pixels.

And if one then slices such a large ground polygon with a large 1024x1024 pixel texture image in 32-bit Sketchup into smaller segments to create "pre-textured" ground polygon tiles, not only will the texture resolution be lower than one might wish, the tiles will not have been "UVW-mapped" individually to allow a border of 1 or 2 pixels in from the edge of a texture image to avoid "lines" between tiles when displayed in FS at run time. ;)


Hope this helps ! :)

GaryGB
 
Last edited:
Just an FYI , SketchUp 2015 64-bit can use 2048x2048 materials if you have 'Use Maximum Texture Size' checked in System Preferences.
 
By default, 32-bit versions of Sketchup will reduce the resolution of any large texture image to tiles of 1024x1024 pixels each using a internal "medium quality" 'down-sampling' graphics function.
Can you clarify?

Does it "reduce the resolution" to 1024x1024 or does it chop it up into "tiles of 1024x1024"?

Will a 2048x2048 be resized to one 1024x1024 or sliced into four 1024x1024?

cheers,
Lane
 
http://www.fsdeveloper.com/forum/threads/maximum-image-material-resolution.435357/#post-724501

By default, 32-bit versions of Sketchup will reduce the resolution of any large texture image to tiles of 1024x1024 pixels each using a internal "medium quality" 'down-sampling' graphics function. :alert:

AFAIK, this is also still true in the newer 64-bit Sketchup, but I have not yet tested this personally to see if that requirement has changed.

UPDATE: See this post below...

http://www.fsdeveloper.com/forum/threads/maximum-image-material-resolution.435357/#post-724510

Thus, when working with 32-bit Sketchup, one must work with image "tiles" of 1024x1024 pixels to texture ex: ground polygons. :pushpin:
Can you clarify?
http://www.fsdeveloper.com/forum/threads/maximum-image-material-resolution.435357/#post-724537

Does it "reduce the resolution" to 1024x1024 or does it chop it up into "tiles of 1024x1024"?

Will a 2048x2048 be resized to one 1024x1024 or sliced into four 1024x1024?

cheers,
Lane
Hi Lane:

To clarify, by "default" I mean the 32-bit Sketchup default before setting 'different' preferences via: ;)

Sketchup Menu > Window > Preferences > OpenGL > check "Use Maximum Texture Size"


Based on previously posted KB info for original 32-bit versions of Sketchup, one might infer that for imported images or textures (not "photo textures" applied via the "Add Photo Textures" Google Street view 'Select Region' feature, a foreground 'watermark' image, or the discontinued "Photo Match" 'Background Image' feature), the overall image size is reduced to 1024 x 1024, and that such images will be "auto-tiled" when initially applied as a texture material ...until manually 're-projected'.


However, one might also infer that MIPMAPs are being displayed in Sketchup for images mapped onto 3D models, perhaps as a function of their projected size:

http://sketchucation.com/forums/viewtopic.php?f=15&t=28434


This seems to be the case for 32-bit Sketchup as alluded to in a post by a development team member:

http://sketchucation.com/forums/viewtopic.php?f=15&t=32191


Thus, one might conclude that in 32-bit Sketchup (as in FS9), to maintain display of the highest (full resolution) MIPMAP for a mapped / projected texture on a 3D model (in FS SDK MDL file format), one must use "tiles" of imagery no larger than 1024 x 1024. :scratchch

[EDITED]

In a 32-bit Sketchup export / conversion workflow to a 3D model in MDL file format, if a 3D object is made larger, and one enlarges the texture image mapped onto it by projecting it at an effective resolution larger than 1024 x 1024, a lower MIPMAP may be displayed.

http://sketchucation.com/forums/viewtopic.php?f=80&t=41935


But, IIUC, this topic is ultimately concerned with an output to a ground polygon which is not a 3D model in a FS SDK 'MDL' file format.

Rather, a ground polygon is output after conversion by MCX to a SCASM / ASM BGL format, which reportedly may have "no" effective limits on texture resolution display in FS2002 / FS2004 / FSX ...depending on how the source code is structured for SCASM / ASM compilation to BGL format.

So, IMHO, one may wish to further consider what workflow is required in Sketchup (within its own inherent texture resolution limitations) in order to export a 3D model that achieves the desired 'display' resolution for textures mapped onto 3D "model" (not 'MDL') ground polygon tiles converted by MCX to a SCASM / ASM compiled BGL ...when rendered in FS at run time. :pushpin:

[END_EDIT]



Although the above 'quoted' info was cited from an original Sketchup KB document here:

http://help.sketchup.com/en/article/114418


...I shall refer you to these hits on Google so that you might better discern the various factors which may apply to each end user's scenario, especially since there may have been some changes in versions of Sketchup released since Sketchup 32-bit version 8, maintenance revision-3 (aka "M-3"): :idea:

https://www.google.com/#q=Sketchup import image resolution pixels

https://www.google.com/#q=Sketchup resolution pixels



PS: 'Exporting' mapped / projected texture images from Sketchup at higher and/or full resolution, is yet another subject unto itself. :coffee:


GaryGB
 
Last edited:
Top