• 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.

P3D v4 What controls the reflection on the windows?

jtanabodee

Resource contributor
Messages
3,924
Country
thailand
Hi,
I have converted my model to be PBR material. I found that the reflection of the windows is much less than the same one in FSX. What controls this? I have put pure white to the Metalic teture on Red channel and pur pure white on Alpha channel. But it still very faint reflection on the glass. Are there any setting in the properties?
 
I have found, while using PBR, You simply can't because the alpha channel of the albedo isn't read the same way in P3D v4.5. You could try changing it to transparent and go from there.

But, The only way I have found was to use the specular's alpha (as in FSX).
 
Thanks Doug, that is what I found too. Let it be as it is then. I am too sick and tired of changing materials. If I don't do it right, I will create more drawcalls from the same texture. I think PBR is very good for game rendering but it still has problems. Shadow does not use alpha, reflection of the glass and another thing I can remember: the building with interior such as hangar will be flicker like hell. I need to switch back to native FSX material.
 
Once upon a time (a couple of years ago) I thought of a way in handling reflections but I was unable to test it for one reason or another. I thought I tested all probable cases, but I know this was different somehow. I should have written it down somewhere when I thought of it. If I happen to think of it again I will definitely write it down and test it.

Concerning the flickering, do you have a model to give to test out on... I haven't run across this so I'm wondering what is going on.
 
Last edited:
I found one mistake. The default value for reflection is only 1 in MCX. I am not sure if 1 means scale 0.0-1 or 1% out of 100%. I have changed to 100 and it is better but far less than what it is in default FSX material. However it is good enough.
About the model, you can simple make a huge box, delete one side of it. Then clone and flip the surface to be internal of the box. Attach both of them together and export. You will see if it flickering or not. If you find there is no flickering, I will check my model if there is something wrong.


Another thought, it might be my mistake making it double sided material.
 
Last edited:
Back
Top