• 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.

Decals for impurity.

Messages
7
Country
germany
Hello all,
I have a question about the best way to create and place decals on buildings in Blender. I want to apply impurities to break repetitive patterns in the basemesh texture.
What method do you guys use to apply decals to a basemesh texture on buildings?
My basic idea would be to put smaller meshes directly on the basemesh and then apply the impurities as decals.
I have tried this but to no avail.
When I put the decals directly on the basemesh, Blender does not render the surfaces correctly because they are directly on top of each other.
Should the meshes have a small distance between them?
How do you do that?
The second problem is that the transparency of the decals are not rendered correctly.
The alpha channel is not interpreted correctly when baking the decals....
I've been trying all sorts of ways for two weeks now, but can't really get it to work.
I use the addon pbr nexus for my pbr textures and simple bake for baking.

Warm regards...
Thomas
 
Hey Thomas! Check out the page on surface details in the how to make aircraft guide of the msfs sdk. You can also apply this technique to buildings. I have done so on some occasions working in blender just like you. The preview in Blender almost never matches what you're going to see in sim but it can get very close. However, decals are always going to cause z-fighting when viewed from afar. This problem is solved with the decal material in the simulator as you can see below:

1665739798132.png


The dirt in this picture is basically a part of a trim sheet with all kinds of dirt and grime textures. It is than applied to a mesh with a very slight offset to the main mesh. As you can see, the normals are similar to the mesh below it as the decal material simply transfers those if you want (just like roughness, metalness etc. if you desire). If you want I can send you an example file that is ready to export to the sim?

Good luck, hope this helps!
 
Hi FoxtrotScenery,
thank you very much for your quick reply to my problem.
My approach would be from my understanding, just as described by you. Only for some reason it doesn't work the way I think it should.
I would be very grateful if you could help me with an example. I will send you my email address by PM.

Do you use vanilla blender or do you use tools for PBR materials?

Best regards
Thomas
 
Back
Top