Hi again:
I use Sketchup to create manifold solid 'primitive' block 3D models extruded from a single flat Face before I make any openings in the object.
IIUC, Blender has comparable capabilities; IMHO, this procedure merits testing for your 3D modeling work-flow.
I do understand you have a background in working with GMAX and may have an interest in learning how to use advanced features in Blender, but you might be interested to see just how easy it is to make 3D models in Sketchup, and then import into Blender to implement ex: Ambient Occlusion (aka "A-O") or other features such as PBR Materials.
Regarding troubleshooting of the original OP issue ...summarized here:
https://www.fsdeveloper.com/forum/threads/problem-with-hanger-model.445884/post-827669
Might this be due to configuration of UVW map 'pixel borders' in Blender / MCX Draw Call Minimizer ...before output ?
These threads discuss G-Polys as flat 3D models, but do apply to texture mapping of other 3D model Faces as well:
https://www.fsdeveloper.com/forum/threads/imagery-white-lines.434505/
https://www.fsdeveloper.com/forum/threads/uvw-mapping-for-ground-polys.15545/post-100366
I would consider whether there may be an issue of UVW mapping anomalies, wherein a mapped texture is not precisely overlapping the actual Face vertex coordinate positions within the 3D model geometry ...when rendered at run time.
Thus, one may try a "1 or 2 pixel border" / "add edge pixels tweak" for texture UVW mapping of Faces / Edges.
I do not use Blender, so perhaps Doug can advise you on how to do that within the Blender GUI.
If a 3D model is imported into MCX: "pixel border" / "add edge pixels is configured via:
MCX Menu > Icon Bar > Material Editor > {Drawcalls} tab > [X] Include repeating Textures ('check' if textures are 'tiled')
MCX Menu > Icon Bar > Material Editor > {Drawcalls} tab > Add Border [x] Pixels (...try a "2" pixel border)
FYI: This is an especially important consideration where a mapped texture image Material is being repeatedly "tiled".
https://www.fsdeveloper.com/forum/threads/why-wont-drawcall-minimizer-minimize.425168/
BTW: If a 3D model is imported into MCX, and one used a "color" (ex: BLACK) mapped as a Material onto a Face by the 3D modeling program, based on MCX' online wiki, one 'might' otherwise have considered if there is a need to re-configure:
ObjectModel settings > ObjectModel options > Drawcall minimizer > TextureResetOffset
TextureResetOffset = Offset from the border of the texture when resetting the texture mapping. This is used when replacing a colour by a texture. Having a small offset can give noise at lower mipmaps.
However, once again, Arno changed MCX development version, but has not (yet ?) updated the MCX online wiki.
PS: This thread would really best be moved to- and discussed within- the Blender sub-forum.
GaryGB
I use Sketchup to create manifold solid 'primitive' block 3D models extruded from a single flat Face before I make any openings in the object.
IIUC, Blender has comparable capabilities; IMHO, this procedure merits testing for your 3D modeling work-flow.
I do understand you have a background in working with GMAX and may have an interest in learning how to use advanced features in Blender, but you might be interested to see just how easy it is to make 3D models in Sketchup, and then import into Blender to implement ex: Ambient Occlusion (aka "A-O") or other features such as PBR Materials.
Regarding troubleshooting of the original OP issue ...summarized here:
https://www.fsdeveloper.com/forum/threads/problem-with-hanger-model.445884/post-827669
Might this be due to configuration of UVW map 'pixel borders' in Blender / MCX Draw Call Minimizer ...before output ?
These threads discuss G-Polys as flat 3D models, but do apply to texture mapping of other 3D model Faces as well:
https://www.fsdeveloper.com/forum/threads/imagery-white-lines.434505/
https://www.fsdeveloper.com/forum/threads/uvw-mapping-for-ground-polys.15545/post-100366
I would consider whether there may be an issue of UVW mapping anomalies, wherein a mapped texture is not precisely overlapping the actual Face vertex coordinate positions within the 3D model geometry ...when rendered at run time.
Thus, one may try a "1 or 2 pixel border" / "add edge pixels tweak" for texture UVW mapping of Faces / Edges.
I do not use Blender, so perhaps Doug can advise you on how to do that within the Blender GUI.
If a 3D model is imported into MCX: "pixel border" / "add edge pixels is configured via:
MCX Menu > Icon Bar > Material Editor > {Drawcalls} tab > [X] Include repeating Textures ('check' if textures are 'tiled')
MCX Menu > Icon Bar > Material Editor > {Drawcalls} tab > Add Border [x] Pixels (...try a "2" pixel border)
FYI: This is an especially important consideration where a mapped texture image Material is being repeatedly "tiled".
https://www.fsdeveloper.com/forum/threads/why-wont-drawcall-minimizer-minimize.425168/
BTW: If a 3D model is imported into MCX, and one used a "color" (ex: BLACK) mapped as a Material onto a Face by the 3D modeling program, based on MCX' online wiki, one 'might' otherwise have considered if there is a need to re-configure:
ObjectModel settings > ObjectModel options > Drawcall minimizer > TextureResetOffset
TextureResetOffset = Offset from the border of the texture when resetting the texture mapping. This is used when replacing a colour by a texture. Having a small offset can give noise at lower mipmaps.
However, once again, Arno changed MCX development version, but has not (yet ?) updated the MCX online wiki.
PS: This thread would really best be moved to- and discussed within- the Blender sub-forum.
GaryGB
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