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MSFS20 Is it possible to create a building which doesn't 'leak' light inside?

Can I just ask how you are making your buildings? Is each wall a plane which you place adjacent to the others? Or do you start with a cube and extrude faces? If the former then you would need absolute precision in aligning the abutting edges of the walls. There is a Blender fix: Imagine two planes at 90 degrees forming two adjacent walls. If you go into Edit mode and select 1 to edit vertices and then highlight ( I use box select ) the vertices which delineate the adjacent edges of the two planes and then use Scale/axis/0 that will snap all selected adjacent vertices to the same point in 3D space and thus close your gaps. You would need to repeat that process for both x and y axis to drag the vertices together at the corner of the structure.

I find that the "solidify" modifier distorts the shape of the building - although you can reduce this by using a negative value for the thickness, which causes the object to thicken inwards.
 
I find the latter post by SPerx interesting as a possible explanation for geometry anomalies seen / reported above.


I examined a glTF export of the 3D model in question from John's original linked file and mega.nz CAM9 W.I.P.

I also examined a glTF export of the 3D model in question from John's linked file example *.BLEND (by ronh aka DA40 ?)

While my examination of the 3D model in question was performed in Sketchup via a glTF importer, I believe the import was precise and true in its rendering of the geometry of those 3D models.

In each case, I saw what appeared to be, non-welded Faces between "walls" and interior "roof" structures.

I also saw what appeared to be, inconsistent wall thickness in the form of Faces not aligned vertically / not coplanar.

Measuring wall Edges via Sketchup's tape measure confirmed my suspicions: 'Door' walls are tapered / non vertical.


I greatly appreciate the skilled contributions John has made in producing this scenery series for the PNW region.


But I hope we can identify objectively how these 3D models ended up with these apparent anomalies of geometry.


Sketchup plugin Ruby scripts by thomthom / others can "move" Edges resulting in geometry issues requiring edits.

Sometimes it is due to internal logic that does not anticipate end results when moving / welding / making coplanar.


So, I believe we might benefit from more exploration of how to prevent such anomalies if 3D modeling in any app.

If I get some more free time available, I can also post screenshots that show the above cited geometry anomalies, as well as those in the sloped roof where it meets the upper walled section of the building for the above cited 3D model.

I am concerned as to how "skewing" of wire-frame geometry might have occurred, and if script code needs fixing.

GaryGB
 
Thanks @SPerx,

I started with a standard mesh cube, changed each dimension, applied scale, removed the top face as I built the roof with a timber frame separately, then applied solidify modifier with a negative thickness. I did not know that solidify can distort but recently thought that one of the inner wall faces didn't seem truely vertical.
I will try your method later to see what happens.

Maybe another method to create it using a single wall (starting with a mesh plane) extrude it to required thickness, use loop cut to create the adjacent wall thickness, select the face created and extrude to create adjacent wall etc until all 4 walls have been created?

Ronh states that he has never wanted to model the interior of a building and maybe as most people don't the issue hasn't been noticed.
There are many posts in different websites mentioning light leakage but mainly seen in Blender. The light leakage does NOT show in Blender for my object only in MSFS.

@GaryB
Thanks. I note your observations and 'weld' has been mentioned by @SPerx in what he did with my object (plus other things) to stop the light leakage. He also observed that some gaps between vertices which I haven't managed to see and wonder how they could have happened given the simplistic method I used to create the building.

Once again, I believe it is the way that MSFS does things as the light leakage doesn't show in Blender.

I will try SPerx method as well as the method I described above (ie starting with a plane) both of which are more complex than just using a mesh cube and applying
modifier solidify.

I certainly have created some interest here.
 
@SPerx,
I have attempted your suggested method and got 'lost' as I have never 'worked' like that in edit mode'
Here is where I am at - selecting the top and bottom vertices of the outside 'walls'/faces) then select Scale (in edit mode)

1782197271506.png
 
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