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Trees and Light reflections

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312
Hi
Please, I need some help.

I've been trying to correct my trees for weeks. Without real success.
I use "Tree it" software to model them and I import them into Blender. I apply a texture, I reduce the metal texture to the maximum, increase the Roughness texture to the maximum, set the normals to "Vertical"
But no matter, I tried to apply the advice seen here and there, but at a certain position of the sun, I always get a strong reflection, as shown in the capture below.
I use Blender 3.6 with the latest Toolkit from Asobo

Somebody know a solution to this problem ?
 

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MSFS doesn't do cross-plane trees well, if that is your method. Vertical normals would not be indicated on a solid model.
 
You may want to fix your textures

The black alpha (transparent part) or the image should be green, most likely it is white right now
(You are seeing white because at distance your texture is mipmapped)

Ideally you want to produce your texture with dilation (first random image sample attached)
 

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It's not my method. If I understand what you say, It was the methode I used with FSX, 2 or 3 cross planes
Now, with TreeIt and MSFS, I use multiple plane with leaves textures.
 

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Hi Mamu :)
You're right. Actually, my Texture "Base color" is a png with transparency (alpha black). and I add a roughness map (like in the zip joined)
Sorry but what is this dilation tool ? I don't know it. It's with this one that you make trees leaves maps ?
 

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  • pin_leaves.zip
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Mamu, I tried dilation tool.
Dilating the impage, keeping the alpha or not, in the two cases, I've the same problem.
Maybe I don't understand How to use the tool ...
 
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Thank you Rick.
I don't know if that the problem. It's not a problem with the edge of the planes which make up my leaves. it seems that it is the whole planes that reflect the sun
The reflection on my first screen appear only when the sun is low.
I used the dilation tool above and now, I've a texture similar to that on the right (green background)
but I've the same result
Here the image I get with the dilation tool from my original :

Capture d'écran 2024-06-11 163927.png


But I lose the alpha and of course the transparency. In MSFS the problem is always here with a low sun.
If I export With "Keep Alpha", it's the same.
But I think I don't understand something :). For example how to get a transparency, from the exported image (the right one).
 
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But I lose the alpha and of course the transparency. In MSFS the problem is always here with a low sun.
If I export With "Keep Alpha", it's the same.
But I think I don't understand something :). For example how to get a transparency, from the exported image (the right one).
You know, I don't do this a lot, but I actually have the same issue on one of my gauges. If you zoom in really close you can see a white outline on the LCD numbers, it's definitely the bleed whiteout. Ok so one solution is to use really large textures, because the smaller the texture, the blurrier the lines, right? But I think what we are both supposed to do is use a blend mask. This would tell the render engine exactly where to cut the blend, allowing you to have the full green texture and still have transparency. For that matter, I could probably set for dither, because my numbers are a stark transition from black to transparent. You could try it but if any of your foliage is semi transparent, it could get cut off in the dither interpolation, because dither has an exact cutoff that we can set, where the texture changes from fully opaque to fully transparent. Also that you mention sunlight sounds like the possibility of excessive metallic, it gets like chrome and in extreme sunlight angles it kind of shadows. So, just some ideas to try.

LCD.png
 
When I create a texture for my trees, using GIMP, I make a green texture as a background, and apply on it, a layer mask for the transparency. So, I get a texture like the left picture above.
On Blender, I set mettalic on 0 and roughness on 1. After that, I export and I use MCX , to apply vertical normales.
The trees are perfect, without white edges, except of course with a low sun.
 

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