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MSFS20 Problem with emissive texture

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7
Country
denmark
Hello everyone

I have made this building in Blender:
G7 Day.PNG


And now I am playing around with the lighting of the model at night. I have made an emissive texture for the obstruction light on the left. I have also made spotlights for the lamps and an emissive texture for the lightbulbs. This is how it looks:
G7 Night.PNG


But now I run into a problem. When I zoom away from the building the emissive texture starts to bleed out into the rest of the texture and make everything else emissive as well. It looks like this:
G7 Night2.PNG


Is there a workaround for this or do I have to have emissive objects on separate textures to all else?

Thanks for reading :)

Best regards
Henrik
 
Hello everyone

Is there a workaround for this or do I have to have emissive objects on separate textures to all else?

Thanks for reading :)

Best regards
Henrik

They don't have to, but considering how "prominent" they are in the night, make sure they have enough room around on the uv to account for any mipmapping made automatically by the sim
 
Hello @mamu

Thank you for your input!

I have tried to minimize the band around the emissive UVs and have gone from this:
Trim2_EMIS.png


To this:
Trim2_EMIS.png


But it has made no difference. The emissive parts are still bleeding onto the rest of the UVs on the texture. Only a little up close, but further out it covers all the UVs. Could it be because I am using colours on the emissive texture? Should they be white?
This problem really baffles me.

This is my UV layout for the texture:
G7.png


I hope the problem can be solved, otherwise I see no other solution, but to make the emissive UV have their own texture.

Best regards
Henrik
 
Hello @Heermeyer

I have not made LODS yet, but I will be doing it, when I have solved this problem.

So your suggestion is to remove the current emissive texture and instead make simple materials for the bulbs in the lamps and obstruction light?

I will have to make it 2 separate textures because they are different colours. Is adding two more materials not a problem in regards to making to many draw calls?

Best regards
Henrik
 
Yeah, i think its better to have a couple of drawcalls than one emissive texture. And for these plain colors textures are not needed, just material with emissive settings.
 
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