P3D v4 PBR and wrong reflection

Hi,

I'm currently playing around a bit with PBR material. Do you guys have an idea why the reflection is turned by 90 degrees? And furthermore you see that the square with the PBR material is reflecting itself (left part of the muddy water).
Is there any way to fix this problem? I'm modeling with Sketchup and unfortunately I don't have any advanced knowledge about polygon properties which might be adjustable in programs like 3DS Max.

2019-05-04.png


Thanks!!
Volker
 

Pyscen

Resource contributor
Hello...

What was the used in creating the textures? Step by step please. SketchUp doesn't have any bearing on how PBR materials are created. So was it Photoshop, GIMP, Substance Painter or Materializer (I believe that how its spelled) used?
 
Hi, I'm currently trying out many programs for PBR texture creation. This particular texture was made with quixel mixer but then finalized with Photoshop and converted to DDS5 with the SDK Image tool.
 
I do not know how to solve the rest (not knowing what your material settings were like) but the 90º rotation is due to the ground polygon being drawn that way (at least that is what you would get when you draw the GP in the ADE-GP editor).
When using the ADE-GP editor you can rotate the polygon 90º left so that the texture (e.g. the env.dds) sits in the right direction.
 

Pyscen

Resource contributor
Based on the information given and not knowing what the Texture looked like to start off at, my guess would have something to do within Quixel Mixer. What Roby said, could also be true. Is the Environment Map custom made by you or was the Dynamic Reflections turn on within P3D.
 
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You are up early, Doug!
Like I hinted at, Volker, using the ADE GP editor is an alternative to 3DS Max for making ground polygons and you can forget about spending a lot of money on 3DS Max.
You adjust/add PBR materials afterwards by using the material editor of MCX.
 

Pyscen

Resource contributor
Yes, Roby... I'm usually up early...

I didn't mention anything about 3DS Max, because I agree with you. There are others far cheaper for the same effect (specifcally in creating PBR Materials).
 
Hi Roby and Doug,

thanks for your thoughts. The flat squares I used for testing are just normal objects (not an ADE or MCX-style groundpoly). I found out, that indeed the UV mapping angle of the texture has influence on how reflections are displayed.
The squares in the top row do all have different mapping angles (0, 90, 270 and 34 degrees). I duplicated the model with the 4 squares and placed another instance below. Here I changed the "assume vertical normal" value to "true" and it seems that the reflection now appears correct but it doesn't ...

eddnpbr.png



I changed the viewpoint and you see what is actually rendered in P3D on the left side of this image.


eddnpbr2.png


All I want to achieve is what I photoshoped on the right ;-))

I think it must have something to do with some advanced polygon or UV mapping attributes that I'm not aware of.

Volker
 
Hi Volker

Before you or others drive yourself nuts with this, I think PBR is still quite buggy. I have been doing ground and some objects with PBR recently and the more you try to push it the more oddities like this you find. I am asking LM about

1. Jagged shadows on ground when pbr set to true on groundplane.
2. Due to your post, I realised another issue. Reflections set to ultra, the object was reflecting black areas. I now realise it is reflecting itself on high settings, but not on medium setting. Try your scenario on medium setting and see if the self reflect goes.
3. My personal puzzler I will now raise with them. Objects with metal texture map with pure white do not receive dynamic light. If there is no map and metal is set to 1 (same effect as pure white) they do receive dynamic light.

Post unsolvable problems in LM scenery development sub forum. They do listen, and having played alot recently, this PBR venture is really worth it for the future. Once dead objects come alive.
 

Pyscen

Resource contributor
Hello...

Does the 3rd have anything to do with your problem concerning shadows as well? In the real world, there is no such thing as a "pure white" color... generally only used as a description or in name only. There are always imperfections in colors (such as dirt or the blending process) - especially white, where it is more noticeable (by human eyes). Have you tried using such as (240, 240, 240) instead of (255, 255, 255)?

This also goes for "pure black" as well.
 
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It may be more complex, or indeed a limit/bug of P3d or a mistake of mine. Been doing testing and will just start a new thread now to not take over this one. Interested to get thoughts before I ask P3d developers.
 

Pyscen

Resource contributor
It might be more complex than it is...

But, within the art world,... "white" and "black" are not considered colors. They should only be used for highlights and/ or shadows (which are not used in albedo maps - shadows and highlights are only used within ambient occlusion maps and other maps that have a need for "pure" white and/ or "pure" black or a better word for it is "greyscale"). This might be true with PBR materials as well. Anything that is [(255, 255, 255) "pure" white] or [(0, 0, 0) "pure" black] will not be read correctly by the shader with P3D (or any other shader in a game engine) within an albedo map.

This might apply to the OP (especially if one pixel of "pure" white or black was find within the albedo map.
 
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Same problem here. Has anyone found a solution for this yet?
This seems to be in some way related to the a similar problem where models with bumpmaps on them show hard cuts once there is a jump in UVW mapping to another location. I have picked up this here and made a link to this thread.
 
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