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MSFS20 Excluding rain/snow from open hangar interior

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Hi all!

I’ve made a custom hangar with open doors to spawn from within or to park planes inside. However, rain and snow doesn’t seem to recognize the roof and you still can see rain and snow falling around when you are on the interior.

Is there any way to exclude these effects for an specific area like a hangar or a building interior? Have tried the exclusion rectangle but couldn’t find that option.

Thanks a lot!!
 
in Blender (or 3ds) ad a simple cube the size of your hangar and give it a MSFS Material MSFS Environment Occluder, this will exclude precipitations inside that cube

Because the Environment Occluder is not gonna stop snow accumulation, you shoud also make another model for the interior of your hangar, this last model should be marked as "no snow" in the scenery editor (in the scenery placement xml file you will find that as "<NoSnow/>"
of course any other model inside your hangar should be marked as no snow (like stairs, cones, airplanes, barrels, toolbox, crates, whatever)
 
in Blender (or 3ds) ad a simple cube the size of your hangar and give it a MSFS Material MSFS Environment Occluder, this will exclude precipitations inside that cube
Thanks for that, but there´s no impact. It rain´s through the roof on the apron texture underneath my hangar building.

My questions:
1. Which precipitations are going to exclude after adding that cube in Blender? In MSFS anything is like before.
2. Is there anything to merge with other parts of the model or mesh orientation issues which makes the Environment Excluder working?

Many thanks,
Chris
 
Thanks for that, but there´s no impact. It rain´s through the roof on the apron texture underneath my hangar building.

My questions:
1. Which precipitations are going to exclude after adding that cube in Blender? In MSFS anything is like before.
2. Is there anything to merge with other parts of the model or mesh orientation issues which makes the Environment Excluder working?

Many thanks,
Chris
nothing fancy

1. it exludes rainfall e snow precipitation
2. one object for the hangar, another one for the occluder

of course make sure you apply transformations before exporting (CTRL+A location rotation and scale)
 

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Thank for your fast response, Mamu.

That´s a little bit misleading, sorry. You mean a separate object in the Blender Project not a separate MSFS (*.gltf) scenery (cube) object?

What´s my fallacy? It has to be a cube only?
Take a look on my attachment. This is what i´m trying to do. It doesn´t work.


Thanks a lot!
 

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by separate object I mean a separate mesh, one mesh for the environment occluder, the "cube", but can be everything, a cube is just to keep things simple, other shapes are working fine too
looking at your screenshot everything seems fine, check againg if you have applied transformations
also make sure the exporter is doing its job, in the gltf you should have some lines like:

Code:
"extensionsUsed" : [
        "ASOBO_normal_map_convention",
        "ASOBO_material_environment_occluder"
    ],

 "materials" : [
        {
            "alphaMode" : "BLEND",
            "emissiveFactor" : [
                0,
                0.800000011920929,
                0
            ],
            "extensions" : {
                "ASOBO_material_environment_occluder" : {
                    "enabled" : true
                }
            },


You can also try with something simpler to check is everything is working properly, like simple patio with a roof and 4 beams

Good Luck!
 
Hello, can you confirm this works to exclude rain drops, but the inside will be still wet?
Because that it what happens with my models, as you can clearly see, on the right it rains, on the inside not, but is damp
 

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How would you expect a single ground polygon/mesh, that is exposed to precipitation, to not display such? It is impossible to have unique ground that is entirely within the scope of the occluder?
 
Its likely related to the way rain effect maps are layered, it isn't using the occluder. You could try a "false floor" where the floor of the hangar is actually part of the scenery mesh, but is just slightly +z offset from where the ground polys are. That may get it ignored by the rain map.
 
How would you expect a single ground polygon/mesh, that is exposed to precipitation, to not display such? It is impossible to have unique ground that is entirely within the scope of the occluder?
I think in real life it would look like that, with planes and people going out and in, I was just asking ;)
Its likely related to the way rain effect maps are layered, it isn't using the occluder. You could try a "false floor" where the floor of the hangar is actually part of the scenery mesh, but is just slightly +z offset from where the ground polys are. That may get it ignored by the rain map.
I think that could work, thanks
 
I think in real life it would look like that, with planes and people going out and in, I was just asking
Well no harm in asking but my point is that a unique polygon, having all the same properties of the main one, except that it's position places inside the occluder, should both do the trick and be invisible in terms of transition - except for the water, of course. By the way your scenery looks absolutely incredible and I'd hardly notice anyway, it's like a scene from a movie.
 
Well no harm in asking but my point is that a unique polygon, having all the same properties of the main one, except that it's position places inside the occluder, should both do the trick and be invisible in terms of transition - except for the water, of course. By the way your scenery looks absolutely incredible and I'd hardly notice anyway, it's like a scene from a movie.
Thank you very much!
I worked hard on those hangars
 

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The suggestion @Nervegas gave is not only effective, but actually may improve your already great hangars
Irl i think those hangar don't have an asphalt pavement, but mostly a polished concrete one,
like the one in the attached picture.
Expensive jets really deserve an "emergency room like" clean home, it helps maintenance and makes them more shiny 😅
 

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The suggestion @Nervegas gave is not only effective, but actually may improve your already great hangars
Irl i think those hangar don't have an asphalt pavement, but mostly a polished concrete one,
like the one in the attached picture.
Expensive jets really deserve an "emergency room like" clean home, it helps maintenance and makes them more shiny 😅
Yes indeed, I'm actually working on it!
Thanks!
 
Ok, so...
It looks gorgeous now.
Occluder works...but it is the first time I try with my plane and for it it still rains inside. Can this be avoided or occluder works only for the mesh and not for separate objects inside it?
 

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Yes, you'd absolutely have to have an occluder for the airplane, just like the one that keeps the water droplets out of the cabin, that works as an "umbrella." It would be wonderful if occluders worked for everything in their vicinity, but it seems like that is asking too much of what is possible.

Beautiful floor, btw, but if I could suggest, I have actually made these floors, not for airplanes, although I once helped build a hangar and the absolute hardest part, is getting it flat. Polished concrete is the most practical and you can do a lot with seam cutters and acid washing, even get a pattern that looks very similar to, what is that, four foot by four foot tiles? In reality, those would be palatial, not impossible but definitely a statement. If that is your goal, congratulations, you've made it and it is beautiful nonetheless, just saying as someone who has been there. If you wanted to recreate an acid wash look, all you'd have to do is line up the grain marginally, on those tiles. Just imagine a guy mopping fresh concrete with squares cut into it using highly corrosive colored acid.
👍
 
Yes, you'd absolutely have to have an occluder for the airplane, just like the one that keeps the water droplets out of the cabin, that works as an "umbrella." It would be wonderful if occluders worked for everything in their vicinity, but it seems like that is asking too much of what is possible.

Beautiful floor, btw, but if I could suggest, I have actually made these floors, not for airplanes, although I once helped build a hangar and the absolute hardest part, is getting it flat. Polished concrete is the most practical and you can do a lot with seam cutters and acid washing, even get a pattern that looks very similar to, what is that, four foot by four foot tiles? In reality, those would be palatial, not impossible but definitely a statement. If that is your goal, congratulations, you've made it and it is beautiful nonetheless, just saying as someone who has been there. If you wanted to recreate an acid wash look, all you'd have to do is line up the grain marginally, on those tiles. Just imagine a guy mopping fresh concrete with squares cut into it using highly corrosive colored acid.
👍

I took the real one as inspiration, and then found the closest free good texture available...I will try to improve it
Thanks!
 

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I see the occluder keeping rain and the active snowing out of the hangar. But rain effects still show on the aircraft itself (not snow as far as I can tell). And snow still shows on the floor of the hangar. The active raindrops and
snowflakes do not show in the hangar.
 
I took the real one as inspiration, and then found the closest free good texture available...I will try to improve it
Thanks!
Thats looking really good Iron! My only suggestion would be to tone down the brightness on those lamps, they dont need an emissive texture. In my example below, I put a 12W 'spot' and 2W 'point' light inside the light-well of the lamp, just play with the angle etc of the spot light to adjust it how you want, it matches roughly what youll see in blender except the power scales are way off 12W is dark in blender but bright enough in MSFS. This provides the light casting to the ground, as well as the ambient light inside the lamp itself and keeps the light leaking into the rafters down.
ingamecolor19.PNG
 
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