[
EDITED]
Looks good, Francois !
Admittedly, it seems likely that one might notice a change in 'detail' or 'sharpness' after the textures are "customized" by a rendering engine.
Also, a reduction of 'detail' or 'sharpness' is likely to occur if the original
larger total linear 'span' of individual mapped/tiled texture pixel information is distributed over a
smaller span of texture image size in pixels... as information on
an entire side of a building is being written out via either of the "export a 2D Graphic image file from Sketchup" routines I described above.
[
END_EDIT]
BTW: One might try the latter 'alternate' routine allowing one to to "
export a 2D Graphic image file from Sketchup that is much larger than one's Windows Desktop display resolution setting" at:
http://www.fsdeveloper.com/forum/showpost.php?p=210002&postcount=45
FYI: It is possible that some computer hardware configurations with more system RAM and VRAM may allow even higher Windows Desktop display resolution settings; this may allow Sketchup to initially submit
larger pixel spans in the:
Sketchup Menu > File > Export 2D Graphic > Export Image Options > "Use view size" = 'checked' /
Image Size - Height = "#" of pixels dialog box
With such very large Windows Desktop resolutions (and with
all Sketchup Toolbars "hidden" to allow a larger workspace area), the submitted initial 'Image Size - Height = "#" pixels' value can then be maximized before multiplying it by "4" to save into a bigger image file.
That image file can then be separately processed with the (more precise) re-sample routines in an external graphics utility to minimize loss of detail in one's intended texture.
Also, in a external graphics utility, "rendered" textures can then be sharpened, and contrast/brightness/gamma/saturation/hue/intensity etc. all adjusted.
[
EDITED]
And as described previously, Sketchup offers the option to 'auto-update' custom imported (or copied 'default') texture image materials after
saved interactive graphical edits, photoreal or other special rendering etc. are applied to one's mapped file:
http://www.sketchupartists.org/tuto...p/use-image-editing-software-inside-sketchup/
[
END_EDIT]
Remembering that there are pros
and cons to having a custom scenery object appear "too sharply defined" compared to other FS scenery objects, one might actually see a greater measure of "realism" in an object that looks slightly "less well defined"... as it allows a greater perception of 'distance' and naturally-occurring extents of 'atmospheric haze' to be visualized when viewing one's scenery object in FS at run time.
NOTE: A zoomed-in examination of default and 3rd party textures in a graphics utility quickly reveals that most FS textures are <
purposely ?> not super-sharp... and yet they still blend into the overall FS scenery well.
[
EDITED]
PS:
I now shot screenies of the 'finished' render of the flying school model, and started applying them on a 'gray' model. So taking the original textures as a photo of an entire side.
(Re) applying that 1 photo means having to break it up in pieces and apply to the various faces again.
Although I suppose one
could subdivide ones final 'rendered composite texture file' into individual (
ex:
square 64x64, 128x128, 256x256, 512x512, or 1024x1024 pixel) texture file "segments", IIUC, one would achieve better performance with a somewhat more complex model having numerous vertices at various sloped angles to render the multiple Roofs and Dormers etc. by mapping the
same 1-piece texture material file onto the faces of a particular
side of the model.
Ones goal (wherever possible), IMHO, is to reduce the total aggregate of draw calls from
all scenery objects in areas adjacent to low-altitude / on-ground activity at an aerodrome, by using
ex: a 'singe texture file' a
minimum number of times on the face(s) of a building 'side' being textured.
Thus, MCX can apply the "batched texture draw" function attribute (aka "
DrawcallBatching") to a models texture mapping... so that at run time in FS, it is rendered efficiently and file I/O is minimized. :spushpin:
This makes for better overall performance in FS, and the reduced FPS hit 'savings' allows "
wiggle room" in ones total demand on the FS rendering engine for 'expenditures' on
other things like complex aircraft / other scenery objects / detailed land class and/or autogen objects / AI traffic / animations / clouds etc.
"
Drawcalls
For the performance of an object in Flight Simulator the amount of drawcalls used by the object is an important factor. ModelConverterX has a tool to minimize the amount of drawcalls. But what is a drawcall?
Simply said a drawcall is a group of triangles that use the same material settings (colours and textures) when the graphical card draws your object. Every change in a material setting means that the graphics card has to set its state again and that is a relatively expensive operations for the performance.
So to optimize performance you can best make sure you have as little different materials as possible. Even one small parameter that is different in the material results in a new drawcall already. Another why to reduce them is to not use colours on your triangles, instead give a piece of unused texture that colour and map it on the triangle."
"
DrawcallBatching
Determines whether the object will have drawcall batching (or) working LODs."
http://www.fsdeveloper.com/wiki/index.php?title=ModelConverterX#Drawcalls
http://www.fsdeveloper.com/wiki/index.php?title=ModelConverterX
"
DrawcallBatching specifies whether drawcall batching or LODs have preference when exporting. When this value is true drawcall batching will also work for objects with LODs (but as a downside the LODs no longer work). With the default value of false you get drawcall batching for objects without LODs, but for objects with LODs the LODs still work."
http://www.fsdeveloper.com/forum/showthread.php?t=64006&highlight=DrawcallBatching
"
Models with LODs will still not batch drawcalls, if you want that you need to set the DrawcallBatching property in the ModelConverterX exporter settings to true. In that case drawcall batching has priority over LODs (but the LODs of your object will no longer work). "
http://www.fsdeveloper.com/forum/showthread.php?t=63392&highlight=DrawcallBatching
[
END_EDIT]
GaryGB