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Hello, in the video you show 3 textures, albedo, normal and Comp: What is Comp ? Compilation? how to do ? thanks.
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It definitely takes that LOD value and puts into the MinSize data. I typed in 200, and that went into the MinSize. The file name that used to have an _LOD001 or such appended is merely the original file name.Maybe this helps
We already found out that it is a little bit complicated to export lods. It is looking like the exporter is not generating the xml in the correct way.
That's a texture file that uses the red, green and blue channels to hold three more pbr texture components: ambient occlusion, roughness and metallic respectively. It's too complex to explain here. Anyone have a reference to an understandable video? I could use some help there too. I'm trying to use Krita, but it looks like Gimp is my best bet.Hello, in the video you show 3 textures, albedo, normal and Comp: What is Comp ? Compilation? how to do ? thanks.
I think i have answerd the user elsewhere, but anywaysThat's a texture file that uses the red, green and blue channels to hold three more pbr texture components: ambient occlusion, roughness and metallic respectively. It's too complex to explain here. Anyone have a reference to an understandable video? I could use some help there too. I'm trying to use Krita, but it looks like Gimp is my best bet.
Yes, thank you. It is a very good video. I'm working on procedural textures for the surfaces of some of my bridges that, while viewed from afar, give them more life - sort of a close-up texture you can appreciate from afar. I have successfully made a composed texture with Gimp following your lead. I'm pretty sure it's not possible with Krita, although I prefer Krita - not sure why. Magnetic333 should watch your video and concentrate on the part from 15 minutes up to about 30.I think i have answerd the user elsewhere, but anyways
here Is my pbr explanation with Gimp, 30 minutes in
Inviato dal mio Mi 9 Lite utilizzando Tapatalka
Thanks, Mikea.at. That grouping will save me in my next phase. However, have you or anyone else found that the export of LODs does fine with the gltf files, but the .xml names all the LOD tags to the last object exported? I set up some controlled tests and came up with the results in the attached. The upper left is obviously the export setup. The upper right is the .xml from the export; the FileName is always set to the last object exported. I edited the .xml to the shot below that and got the four LODs along the bottom. If this is news to anyone, to whom should I forward it? I certainly hope it's not something stupid I'm doing. The exporter you have been managing has worked flawlessly for a long time now. Exporting LODs was logical and maintainable. I have a growing list of minor nits in the new one, but that can wait a while.@PhysicsTeacher i forked the repo and added some description about the LOD stuff in the readme. https://github.com/Mikeaat/glTF-Blender-IO-MSFS/tree/add-readme-description-help
Sadly the pull request got declined because there will be a official doc "soon"
If you mean 1.1.2, that's the one I'm using. It's listed as released "4 days ago". I'll download it again, but it's what I downloaded two days ago; I just verified. Maybe I don't know what you mean by "main branch". Have you tried to export an LOD group yet? I can work around by editing the .xml file, but maybe I am doing something wrong in the setup. If you have time, could you look at the settings in the upper left of my picture? I may be doing something wrong, but I don't think so.Download the main branch the fix for this bug is already implemented. @PhysicsTeacher
I thought so too at first. Under the Options Menu, look way down and choose the Debug LODs option. You will get two sets of numbers by default: the first is which LOD you're looking at now followed by the total number of LODs for that object (0-based), and the second is the value in some units, not percent, of a sphere bounding your object. If you want to see the sphere, there's a box to tick that will show it as a ghastly glowing globe of lines. Play with this a while. There's another box to tick that will give you the face count (triangles, not polygons as in Blender) of your object. I had to learn this the hard way, since I make bridges which are long and narrow. I use numbers as high as 200 at times to get the hi-poly model chopped down early to the next LOD as other objects come into view. Somebody did a lot of good planning in setting up this SDK. I use the New Project Wizard all the time; no more editing files. I'm working on a scenery template also, but that has to wait for a while.@PhysicsTeacher your LOD grouping is correct! if you download the "main branch" as a zip the .xml will be correct.
a LOD value of 100 is a little bit crazy, as far as i know this means % of screen space so the object has to fill the whole screen that it gets displayed![]()
I had just finished opening a GitHub account and adding some material to your Issue on the order of the LOD statements in the xml. Must have been some kind of mysterious waves. I added one question about the last LOD entry having no MinSize.please all of you if you find a bug go to github register an account, if you dont have one, and create a issue. that way the exporter will faster be bug free(if that is possible in a programm)
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Issues · AsoboStudio/glTF-Blender-IO-MSFS
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