• 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.

MSFS [SOLVED] Fence object transparency issues and flickering

Messages
49
Country
us-colorado
Hey folks!

Just started work on my perimeter fence and was very happy with the model and textures I made until I saw it lined up in the MSFS SDK. I'm seeing two big issues:

Is this something with my MSFS Material Settings in Blender?
Did I do something incorrect in texturing with transparency?

I'm pretty crushed if this is going to be a problem :(
 
If anyone ends up tracking this down, here's what I ended up doing -

- Set the material type for the transparent areas from "Decal" to "Standard"
- Adjusted the "Albedo Color" under "Color Modifiers" from the MSFS addon from white to a somewhat desaturated mid to dark green.

Going back to standard from decal messed with the transparency a little, but it's still decent and the flicker is gone.
I didn't realize the standard white albedo for the material actually played with the transparency (it doesn't seem to affect other certain material types, but it depends). This fixes the fact that moving to standard from decal was showing the material as very white the further you moved away, which isn't happening anymore.
 
"Decal" texture is intended only for cockpit instruments and detail textures, like rivets. This is explained in the SDK and issues will arise if material types are not used in accordance with their intended purpose.


If you study the SDK article, you might agree that a material designed for close viewing detail, will not be suitable at distance.
 
"Decal" texture is intended only for cockpit instruments and detail textures, like rivets. This is explained in the SDK and issues will arise if material types are not used in accordance with their intended purpose.


If you study the SDK article, you might agree that a material designed for close viewing detail, will not be suitable at distance.

Thanks so much for that - I ended up happy where I was with Standard, but definitely missed reading in detail on that specific page on the SDK.

Cheers!
 
Back
Top