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Mesh / Material Issues help [3ds Max 2022]

Messages
10
Country
unitedkingdom
Hi!

So I'm getting back into MSFS development after a year hiatus and I am working on getting our model into MSFS ready for testing and development, however there are some normal issues that I have no idea how to fix. When the material is set to "Standard (Legacy)" they appear just fine, however whenever I set the material to "FlightSimulator" I see these weird normal issues, however they only appear in these areas. Could anybody shed some light as to what is going on here?

normals1.png

normals2.png


Thanks!
 
Messages
10
Country
unitedkingdom
When I am in clay mode however to view the mesh, the issue does not show up, so I'm assuming it's some sort of material issue...Here it is in clay view:

normals_clay2.png


normals_clay1.png
 
Messages
10
Country
unitedkingdom
Appears to be ngons and not quads. Straighten out the edge lines.
Hmmm alright...but I'm still not sure that is the issue though as it seems to only be affecting the albedo channel and nothing else...look at these screenshots below...with the Roughness & Metallic channels + Normal map, it looks normal but the albedo still looks messed up...
normals_texture1.png

normals_texture2.png


normals_texture3.png

normals_texture4.png
 

=rk=

Resource contributor
Messages
4,450
Country
us-washington
How would you see there is no distortion in roughness, or metallic? Albedo is the only "visible" channel, are you saying that you see some sort of repeating distortion pattern that is revealed in the relative glossiness, or relative shininess, of the affected polygons? In a still image?

Anyway the problem is clearly in the polygons, too many sides, or reversed, but this is payware right?
 
Messages
10
Country
unitedkingdom
How would you see there is no distortion in roughness, or metallic? Albedo is the only "visible" channel, are you saying that you see some sort of repeating distortion pattern that is revealed in the relative glossiness, or relative shininess, of the affected polygons? In a still image?

Anyway the problem is clearly in the polygons, too many sides, or reversed, but this is payware right?
What I'm saying is that the issue is only visible in the albedo channel, but I will try some mesh cleanup today when I get some time to see if that fixes anything...and yes this is going to be payware :)
 
Messages
135
Country
ukraine
With torn vertexes, this happens either along the mapping cut line. Also try to check the polygon smoothing parameters, maybe there is a connection of edges or polygons in different smoothing stacks somewhere. Sometimes previously baked anti-aliasing maps are stored in the mesh and are not changed in the parameters of the mesh itself. It is possible to perform MeshSmooth on a part in Editable Poly, set Iterations to 0 and save, which fixes the error.
 
Messages
3
Country
unitedstates
I have had this problem in the past myself.
I would recommend welding the problem vertices were possible.
This is never a sure thing but sometimes helps.
Of course double checking normals in the problem areas.
And if you are using smoothing groups double check values in the problem areas vs the adjacent areas that are working.

BTW I am having a terrible time making sense of the FlightSim material type and its usage.
Also the Pearl option.
Can your recommend any sources.
The SDK docs are almost useless.
Thanks.
 
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