When I say diffuse, I mean just a colour value, no texture map attached. When I say texture mapped, I mean an Albedo map is attached to the texture channel.
Thanks, for taking the time to explain what you meant by "Diffuse" in this case.
It does not matter if textures are made via substance painter or photoshop. If you have high metalic value you will get dark reflection from PBR ground. light reflection from normal groundplane, and middle reflection from ground without a plane. Groundplanes are made with MCX ground polygon wizard. Maybe that has a hand in this, but I doubt it.
For me I find, the higher the metal effect, the blacker the shadow from ground, if dynamic reflection settings are above medium. Set to medium, and it goes away.
Let me be clear... I wasn't suggesting that Substance Painter (or any other Photo Editor, such as Photoshop or GIMP), is what caused the anomalies. I was stating that the way in which the textures were combined (programmed within Substance Painter) could have been the cause. We haven't seen any textured based models during testing, we can't say that it happens in both cases (I'm not suggesting that you haven't though). I asked though if the trolley "textures" were made with Substance Painter or not. Concerning the Dynamic Lighting setting:
Dynamic Reflections
Makes reflections more realistic by replacing the static global environment map with a real-time environment map based on the camera. The resolution of the environment map doubles each quality step starting at 128 and ends at 1024. The types of objects that reflect at different options are outlined below.
Low: basic world features (ex: terrain, sky, water)
Medium: taxiway and runway features)
High: autogen buildings and air features (ex: stars, clouds)
Ultra: details (ex: particles, vegetation)
Each setting affects different areas within the P3D world. The "Medium" setting only affects taxiway and runway features and including the "Low" settings but not autogen buildings or stars. What is missing are specifics, such as models created and placed. According to the SDK it is handled at the time of compiling the scenery with the given information.
Within the SDK v4.5:
Lighting options allow you to customize the environment of your flight. Adjusting the light options can enhance the flying experience by emphasizing certain light-dependent aspects. For example, shadows being cast will allow the pilot to anticipate flying conditions in the different forms of light.
Lighting in Prepar3D consists of two sections: Lighting and Shadows.
Within the Lighting section:
HDR Lighting
High-Dynamic-Range lighting, or HDR, displays more realistic lighting with an increased level of detail. HDR lighting renders a more detailed scene by using light calculations done with a larger dynamic range. This appears to the user as crisper light, natural light reflections of the sunbeams and rays, as well as moonlight on the surrounding atmosphere. With HDR enabled brightness, bloom, and saturation can also be modified offering greater control of the final image.
I'm not sure that you have mentioned the HDR Lighting settings (above). This section could help, along with the Shadows section:
Shadows
Shadows are a new addition to Prepar3D that will add to the overall training experience. There are several options that customize the user's flying experience.
Shadow Quality
Shadow quality controls the quality and frequency of the rendered shadows. Setting this to off will disable shadows entirely.
Shadow Draw Distance
Shadow draw distance adjusts the largest distance that a shadow will render out starting at the player's view origin.
Object Shadow Casting and Receiving
The object shadow cast distance ranges from 0 to 12,000 meters. The options allow you to choose which objects you want to cast or receive shadows.
Each object has the option for the shadow to be cast by the object type or to be a recipient of shadows. This allows the user to customize which shadows are displayed in the simulated view while having greater control over the overall performance of the software. No Shadow Flagged Content will respect 3rd party content shadow preferences.
I think this section above is very important. The shadows that are missing could be fixed within this section or in the additional section within the SDK called "Advanced Options", specifically:
Shadows
Shadow textures for the ground and cloud size can be adjusted. The recommended values are values of 2 between 256 and 8096.
Within the real world, which P3D is trying to achieve, shadows are not solid, especially along the edges (unless close to the ground or object next to).
Thanks for all the efforts. I am pretty certain now this and the jagged shadows is just shorcoming of the current P3D PBR shading logic, and looking at their track record, LM will continue to improve it.
You are welcome!! We all are trying to understand all the changes to P3D (especially v4.4 and up). I'm not sure that it is a shortcoming as it might be just understanding how things work with P3D, but if it is, your right I'm sure it will be fixed!