• 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.

3DS Max Texture/Material lighting problem

Messages
130
Country
germany
Hi, I have a problem with the material maze of the SDK. The attached images show my problem. The textures/materials of the left (problem) building appear almost in black. It is impossible for me to export and integrate this specific building with a normal illuminated appearance. All trials with different material configurations had no success. The interesting point is, that the right building, with the TWR cabin on top, was created as standard Blinn and exported via Babylon. It is shown as expected. In one of the tests, the problem building to the left was created with exact the same material configuration. Even though, it shows the dark surfaces. Babylon and the SDK compiler do not show any error. The first image shows the dark building in 3Ds Max, the second is the result in FS2020. My questions are:

Is there a specific switch or configuration which was overseen by me?

Does anybody have had the same problem eventually solved?

BLDG1.jpg
shows the dark
FS2020_BLDG1.jpg
 
My guess is it is a PBR configuration issue. Toward that solution, if you are using PBR, posting the textures, or images of the various texture channels in you editor, which is better, could allow us to take a stab at it. Posting your project or a link to it, or a version you can share, will also help.
 
Hi rk,

Thank you for the quick response. Your tip regarding the PBR seems to hit the problem. If I activate “Albedo” in the PBR Channel view, I see all the dark surfaces blinking in red. The search in the SDK documentation gave no result how to solve the problem. Is there any configuration possibility to get the PBR channel to work as expected? The attached image shows the material configuration I use for the walls and the roof.

Material.jpg
 
Ok. The standard 3ds Max material profiles don't really work with MSFS. But one thing I notice, is that your Roughness and Metalness slots have no texture, which is where PBR inconsistencies should occur. An important consideration is that MSFS does not require PBR, it supports it. If you have only an Albedo, or Base Color texture, you'll be good to go. Maybe you have an emissive texture in a PBR slot?

It is my guess that the flash warns that no PBR textures are being used or displayed and I suspect that the one model in question might have a PBR material attribute inadvertently ticked, so it is displaying black because there is no PBR texture. No base or abedo texture is a pink checkerboard, so it's not that. It could be a UV projection issue, you could look at it in MCX with the Normalizer and see if that shows distortion.
 
Hi rk,
what I found out so far: it is not a material issue, it is caused by the geometry. I had a Team Viewer session with my son, who is a professional on 3ds Max. The proof is, that a simple box, covered with the texture and material of the problem building is displayed perfect in FS2020, just beside the problem building. The reason why is still black magic. We checked all possible configurations for faces, normals and vertices. So my solution will be, to reconstruct the affected objects (walls and the roof) and then to set the texture and material on it. Meanwhile I spent almost a week for bug hunting. I will post the results (positive or negative).

Thank you for your help,
BOSSHOG
 
Great, remember to check for something as simple as reversed normals.
 
Voila, it worked. I had to reconstruct all affected objects with the lighting problem.

What I found out:
The problem is obviously caused by the Babylon exporter. One specific configuration of an object was not converted correctly. 3Ds Max showed the object always correct. I did not find out which configuration caused the bug. No texture or material attributes were involved.

Another problem I noticed is the handling of instantiated objects by the Babylon exporter. If the checkmark “Keep Instances” is checked in the Babylon Configurator, it may happen, that a couple of instance objects appear at random positions.

Some colors and dimensions need to be tuned, but I am on course. Now, I can continue to setup my old home base at Kaufbeuren, Germany, where I did may job as TWR controller for 25 years. The images below show the original and its forgery.
Thanks to all who gave me support to solve my problem.

BOSSHOG

BLDG_1.JPG
BLDG1.jpg
 
Back
Top