• 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.

MSFS20 Projected Mesh not using PBR material

Messages
53
Country
nigeria
so i figured out how to get a groundpoly in as a projected mesh however it doesn't seem to be using the reflective normal and Combined texture i created for it .When i place the groundpoly as a regular scenery object the reflections appears alright as you can see in the picture on the left but the one on the right is a projected mesh with the same object and its not reflecting at all. Any thoughts on why? (yes i know its too shiny was just testing it out)
bandicam 2020-09-04 08-23-30-536.jpg
 
so i figured out how to get a groundpoly in as a projected mesh however it doesn't seem to be using the reflective normal and Combined texture i created for it .When i place the groundpoly as a regular scenery object the reflections appears alright as you can see in the picture on the left but the one on the right is a projected mesh with the same object and its not reflecting at all. Any thoughts on why? (yes i know its too shiny was just testing it out)
View attachment 61529

I have also created a projected mesh with a model including two overlapped flat rectangles. Only the top rectangle looked good.

Have you tried using multiple objects?

Regards.
 
Yes ive tried with different objects and different materials but my projected mesh simply won't be reflective . cant understand why
 
i actually found out from reading the SDK and analyzing some other scenery that only normal maps are supported for the projected mesh at this time, The combined maps cant be used yet
If possible can you please describe how you got the projected mesh working because mine keeps sinking into the ground. Many thanks
 
If possible can you please describe how you got the projected mesh working because mine keeps sinking into the ground. Many thanks
untick the snap to ground and snap to normal and it should work,Also make sure the object is completely flat in blender
 
Many thanks, will try that. What about layers, are there any Z/bias settings like fsx/p3d?
Yes you can set the Layer order either in blender or 3ds max in the flightsim material propeties where it says draw order or after placing the objects in the sim click on the projected mesh properties and you can set the different layers as needed,Id suggest doing it in the 3d tool first as personally its tedious for me doing it in the sim
 
send me the object let me see.Oh and one thing is that if you are still in the scenery editor the object wont show properly,Youd need to build the package and move it to the community folder to see it correctly most times
 
wait are you trying to place the object over an Apron? IF so that actually wont work, The layer order for the projected mesh ONLY works in relation to other projected meshes it doesnt actually go above anything else ,So it wont draw over an apron,line or runway even if you give it a higher layer order,Its the most annoying thing ive seen so far in the SDK
 
wait are you trying to place the object over an Apron? IF so that actually wont work, The layer order for the projected mesh ONLY works in relation to other projected meshes it doesnt actually go above anything else ,So it wont draw over an apron,line or runway even if you give it a higher layer order,Its the most annoying thing ive seen so far in the SDK
Oh wow, so that’s the catch. Interesting. How does ORBX and other developers make their aprons then, because on their screenshots you can see a transparent layer of default asphalt so that puddles can render
 
the puddles are done by
Oh wow, so that’s the catch. Interesting. How does ORBX and other developers make their aprons then, because on their screenshots you can see a transparent layer of default asphalt so that puddles can render

the sim automatically puts those puddles.ORBX from what i saw in EGLC they made everything using the Sim Materials ,You can actually achieve a lot by playing around with the different materials and their properties,Only downside is that if youve already created the ground poly in 3DS MAX youll have to create it again in the sim
 
Last edited:
the puddles are done by


the sim automatically puts those puddles.ORBX from what i saw in EGLC they made everything using the Sim Materials ,You can actually achieve a lot by playing around with the different materials and their properties,Only downside is that if youve already created the ground poly in 3DS MAX youll have to create it again in the sim

I haven't been able to figure this out yet but yes it does seem you can do alot with the in-sim materials and aprons especially. In fact it seems like you could build a "ground poly" in the sim for your airport layout with separate layers for base layer, lines/markings, oil stains, tire marks, etc. I have actually done some of this. One thing I was trying to do was a custom ground "No-Taxi" marking on the pavement. I found a texture with the taxi markings on it in the sim however I didn't find a way to map a part of the texture so that only my chosen letter shows up. So then I thought that I must need to create my own material and I have not tried that yet. I am assuming if I make a "No-Taxi" transparent texture then I can put it down on an apron and then have my ground marking. But I am also wondering about what if I want to do multiple ground markings like that but keep them all in one texture? I have seen multiple runway markings with the red background at airports and surely they aren't using one texture file for each of those markings. I am kinda rambling on here but any thoughts about this or experience already with doing something like this?
 
I haven't been able to figure this out yet but yes it does seem you can do alot with the in-sim materials and aprons especially. In fact it seems like you could build a "ground poly" in the sim for your airport layout with separate layers for base layer, lines/markings, oil stains, tire marks, etc. I have actually done some of this. One thing I was trying to do was a custom ground "No-Taxi" marking on the pavement. I found a texture with the taxi markings on it in the sim however I didn't find a way to map a part of the texture so that only my chosen letter shows up. So then I thought that I must need to create my own material and I have not tried that yet. I am assuming if I make a "No-Taxi" transparent texture then I can put it down on an apron and then have my ground marking. But I am also wondering about what if I want to do multiple ground markings like that but keep them all in one texture? I have seen multiple runway markings with the red background at airports and surely they aren't using one texture file for each of those markings. I am kinda rambling on here but any thoughts about this or experience already with doing something like this?
Yh im also wondering about this,i tried creating my own material and using numbers but for some reason anytime i place the number as an apron it ends up inverted,I dont really get why the Sim does this ,im gonna experiment tomorrow and see exactly how to achieve the correct ground markings
 
Yh im also wondering about this,i tried creating my own material and using numbers but for some reason anytime i place the number as an apron it ends up inverted,I dont really get why the Sim does this ,im gonna experiment tomorrow and see exactly how to achieve the correct ground markings
You have to flip the textures vertically in Gimp before exporting them. I managed to have ground texture texts showing the right way with that method. Hover for now I cannot still figure out how to pick a specific set of letters let's say in the middle of a texture. So I had to place individuals numbers on their own textures each for my gate numbers.
 
Default in sim materials are nice indeed, but I need to figure out a way to import my own lines/draped markings because the default set is quite limited. Despite being easy to place, making default lines all by hand takes quite a lot of time compared to standard ground polygons made in blender/max, what’s also more important is that you lose a bit of precision with that, lines can be quite messy, default developer camera does not have an orthographic option, which is bad.
 
Default in sim materials are nice indeed, but I need to figure out a way to import my own lines/draped markings because the default set is quite limited. Despite being easy to place, making default lines all by hand takes quite a lot of time compared to standard ground polygons made in blender/max, what’s also more important is that you lose a bit of precision with that, lines can be quite messy, default developer camera does not have an orthographic option, which is bad.
Actually if you create a line for example and double click it in the scenery editor it takes you into an orthographic view over the line,you can do this for any object.After that just move around normally with the camera. And yes i do agree its much easier to create these things in 3ds,I looked at your object and evn though it had no texture there was no reason it shouldnt have worked in the sim when exported
 
Back
Top