• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSX Ramp Light Tutorial

A "brilliant" Ramp Light tutorial, Mark ! :idea:

I especially appreciated the example use of Sketchup for such an object historically otherwise made in GMAX/3DSMAX.

Also, a very "illuminating" worked example showing how MCX 'shines' as a pre-visualization rendering engine via OpenGL !

I also enjoyed seeing the practical explanation of how Bloom, Specular, and other more obscure Material attributes may be configured in the MCX Material Editor, and how they look in the MCX preview mode as well as in a live FS flight session. :pushpin:


BTW: Certainly there may always be unique settings required for material properties pertinent to each texture.

Perhaps in a future tutorial, you can also elaborate as to how end users with more standardized 're-usable' textures may wish to use the MCX option for saving per-texture Material 'settings' to a file, and applying them as a "template" from a pick-list in MCX Material Editor when customized versions of certain 3D models made from 'pre-assembled' parts they have previously made ...are imported into MCX ? :scratchch

Many thanks for sharing your insights with us again ! :teacher:

GaryGB
 
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