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P3D v4 Very low quality Baked texture in Blender

Messages
92
Country
iran
Hello
First of all sorry about my Broken English.
I Imported textured Model (that i was created in Sketchup) into blender , And Finally Find a way to unwrap it with Textures with out messing up textures coordinates , Now the problem is After I use cycles bake , The generated Image (Texture Sheet) is so Blurry and have the very Low quality , In the event that i used High quality image for texturing my Model in Sketchup. I guess i missed something or maybe i did something wrong with baking process , could you please help me to get ride of this Problem ?
Thanks in advance for your help

Regards,
Majid.
 

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Messages
265
Country
italy
What Is the resolution of the image (texture) you are baking from? Are you scaling (repeating/tiling) It?
If you want to keep original res, your Baked image should be at least the size of the total pixel you are reproducing on your model (the bigger the model, the more likely you Will end
With some blurriness, unless you bake some Crazy 8k texture)



Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 

Pyscen

Resource contributor
Messages
2,550
Country
us-texas
You might be able to copy and paste the textures from what SketchUp is using and pasting them onto the UV map within Blender. You will want to paste into only a selected area onto the UV Map. I know that this is a crude fix but until the founding of the way to scale the texture within Blender's Shading Node Editor accordingly, this will have to do for now.
 
Messages
92
Country
iran
What Is the resolution of the image (texture) you are baking from? Are you scaling (repeating/tiling) It?
If you want to keep original res, your Baked image should be at least the size of the total pixel you are reproducing on your model (the bigger the model, the more likely you Will end
With some blurriness, unless you bake some Crazy 8k texture)



Inviato dal mio Mi 9 Lite utilizzando Tapatalk
I used a high quality image in Sketchup to texture my Model its in 2048 in 2048 pxl ,and use the 4096 x 4096 for my UV texture for bake in Blender , I dont know what you mean About repeating and tiling.
Regards.
 
Messages
92
Country
iran
You might be able to copy and paste the textures from what SketchUp is using and pasting them onto the UV map within Blender. You will want to paste into only a selected area onto the UV Map. I know that this is a crude fix but until the founding of the way to scale the texture within Blender's Shading Node Editor accordingly, this will have to do for now.
Could you please explain how to copy and paste Texture in UV map ? I exported my model from Sktchup in OBJ format with proper Texture coordinate and the Blender can read it with out any problem.
 

Pyscen

Resource contributor
Messages
2,550
Country
us-texas
Well, if you are having the texture repeating or tiling, on a given polygon, my method will not help you, but if you were to have SketchUp map everything by unique textures you could. Tiling or repeating textures is done by having a texture in SketchUp when the texture doesn't fit along the whole polygon. So, you have to stretch it or the texture repeats over and over a given polygon. You will need to have a polygon made into a unique texture within SketchUp.
 
Messages
343
Country
austria
Did you made the uv layout for baking in blender or was this layout also in sketchup allready there? The brick part of your building is extremely high quality. You maybe cant achieve this quality with one 4096 texture for the whole object.
 
Messages
92
Country
iran
Well, if you are having the texture repeating or tiling, on a given polygon, my method will not help you, but if you were to have SketchUp map everything by unique textures you could. Tiling or repeating textures is done by having a texture in SketchUp when the texture doesn't fit along the whole polygon. So, you have to stretch it or the texture repeats over and over a given polygon. You will need to have a polygon made into a unique texture within SketchUp.
Last night i read about tiling and i realized what you mean so i have to tell you yes i used tiling and my Texture is repeating on my model.
 
Messages
92
Country
iran
Did you made the uv layout for baking in blender or was this layout also in sketchup allready there? The brick part of your building is extremely high quality. You maybe cant achieve this quality with one 4096 texture for I ju

Did you made the uv layout for baking in blender or was this layout also in sketchup allready there? The brick part of your building is extremely high quality. You maybe cant achieve this quality with one 4096 texture for the whole object.
The layout and texture coordinate directly coms from sketchup model , i used obj file and import in through blender, so what is your idea about to break model in 2 uv texture ? And how i can do it ?
 
Messages
233
Country
germany
Why don't you just tile the texture in blender, too? Why even bake the textures? Just apply them in the same scale as you did in sketchup and the result should look the same. As previously said, when you bake the texture you'll always be limited to the size of your texture sheet, and even a 4096 x 4096 texture will look blurry if you have a large building. For things like walls, roofs and other large areas I often use tiled, seamlessly repeating textures
I only bake texture sheets for smaller objects or if I use procedural materials that couldn't be displayed within MSFS otherwise.

Edit: it also looks like your baked texture only uses a fraction of the available UV map, the UV islands should be scaled to be as large as possible without extending beyond the image bounds.
 
Messages
92
Country
iran
Why don't you just tile the texture in blender, too? Why even bake the textures? Just apply them in the same scale as you did in sketchup and the result should look the same. As previously said, when you bake the texture you'll always be limited to the size of your texture sheet, and even a 4096 x 4096 texture will look blurry if you have a large building. For things like walls, roofs and other large areas I often use tiled, seamlessly repeating textures
I only bake texture sheets for smaller objects or if I use procedural materials that couldn't be displayed within MSFS otherwise.

Edit: it also looks like your baked texture only uses a fraction of the available UV map, the UV islands should be scaled to be as large as possible without extending beyond the image bounds.
The main reason that i use baking in Blender is to Automatically create texture sheet and Ambient occlusion map to add shadows on it ; is there any major difference between tiling in Sketchup and Blender and is this effective for baking result ?
If i want to Scale UV Islands to Bigger Size i need to create more than one UV maps because of space limitation of each UV maps , Is there any way to create more than one UV for one Model in Blender ?

 
Messages
233
Country
germany
You can create several uv maps in blender but msfs will display only one of them, usually the first one in the list. AO baking is not necessary in MSFS because the engine supports real-time Ambient occlusion, just check the graphics menu in the sim and you'll find the option. I wrote a long comment about that here.

 
Messages
92
Country
iran
You can create several uv maps in blender but msfs will display only one of them, usually the first one in the list. AO baking is not necessary in MSFS because the engine supports real-time Ambient occlusion, just check the graphics menu in the sim and you'll find the option. I wrote a long comment about that here.

Thanks for this useful post , I'm still using stable P3D v4.5 and Create my own Scenery for this Platform , MSFS is really top simulation until now but there is Long way to go for developers to achieve the full and Stable version , Still you have to download big size of files each time to update the Sim for fixes and Improvements So I would like to just still wait for a few months for it , this is very Great that MSFS's Graphic engine can handle OA map by itself but Please consider that every thing has own price and you have to pay for it , you will pay for real time OA map rendering by drop your performance and lose the fps , therefore I prefer (My Opinion) to turn off this future and use AO map over my textures. any way I'm still looking for a method to bake with acceptable quality for textures using Blender.

Regards
 
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