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P3D v4 Reflection Map question

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20
Country
germany
Hey Guys,

I get some troubleshooting with the Prepar3d reflection map. If dynamic reflections is unchecked under setings the static global environment map is loaded.
The helicopter show more colour saturation and no white shining in the reflection. If I set dynamic reflection, the colour is showing less saturation and a bad white gloss layer.
What values changing in the dynamic map? My idea was alpha blending and fresnel but no alpha is shown in the environment.dds
reflection_problem.jpg

P3D sdk says:
Dynamic Reflections

Makes reflections more realistic by replacing the static global environment map with a real-time environment map based on the camera. The resolution of the environment map doubles each quality step starting at 128 and ends at 1024. The types of objects that reflect at different options are outlined below.

Low: basic world features (ex: terrain, sky, water)
Medium: taxiway and runway features)
High: autogen buildings and air features (ex: stars, clouds)
Ultra: details (ex: particles, vegetation)

turning dynamics reflection off is no option for us and the finish product..

best regards.

DHS
 
Hello...

The Dynamic Reflections once activated,... Turns off all Environment maps (what you are calling Reflection maps) from being used whether its the default or custom EM. Its handled internally... so there isn't any way to know what settings are used. Dynamic Reflections is a "real" representation of the aircraft's surroundings.

The white glossy detail is the reflection from the concrete/tarmac below.
 
Last edited:
I see you posted on LM forums, good! I presented the same issue to LM which goes back to V4.4 ... unlisted video:


DR and PBR seem to be work against each other and not many people have PCs powerful enough to operate DR = Ultra. I understood LM's response from a "logic" perspective, but visuals don't always follow what is logically correct as presented in a 2D coordinate using a virtual 3D space. LM feel DR provides a more "natural" look for light, I disagree because of the "levels" (Low, Medium, High, Ultra) of DR ... light is being artificially managed for performance reasons (excluding specific elements of nature light from other sources creates an unnatural representation of the reflection and that becomes very apparent on PBR materials) which is then ultimately NOT representative of how light works.

I had suggested as a possible work around to change how the various DR levels are being implemented and perhaps even having each reflection type have a separate and unique "influence" in the how it's being reflected on a PBR surface so that one reflective element doesn't saturate/dominate.

This issue "may" also be responsible for some of the end user complaints about PBR causing AA issues ... it's not PBR, but how DR is interacting with PBR materials that's cause what might appear like AA anomalies ... as in your example the light from the concrete exaggerates the edge lighting on the airframe which exaggerates AA issues.

Unfortunately I brought this to attention late in the Beta cycle (actually in the RC cycle) so it was probably too much of a task to tackle before 4.5 public release (same issue is present in v4.4).

I agree, turning DR = OFF shouldn't be the ONLY option.

My 2 cents,

Rob.
 
Hi Rob,
thank you for this statement.

I have discovered that the angle of your camera view is the main factor for setting values of the realtime dynamic reflection with PBR materials. You can test it yourself with the F16 PBR modell and different cloud condititions. Its a fact that the sun lightning has nothing to do with the reflection, hopefully LM is investigating on this soon.

best regards
DHS
 
LM are aware of some of the limitations with their PBR implementation and DR and DL for that matter, I believe they hope to address in the future ... no idea what this might mean for existing PBR materials going forward (knock on wood).

Cheers, Rob.
 
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