I can wait
Looking great
I recently pushed v0.3 to FGMEMBERS-NONGPL clone.
I dont remember seeing those black squares. but I was limited to the original black livery to begin with
Bell 412
Re: Bell 412
https://raw.githubusercontent.com/IAHM-COL/gpg-pubkey/master/pubkey.asc
R.M.S.
If we gave everybody in the World free software today, but we failed to teach them about the four freedoms, five years from now, would they still have it?
R.M.S.
If we gave everybody in the World free software today, but we failed to teach them about the four freedoms, five years from now, would they still have it?
Re: Bell 412
Can you check the normals of your 3d object? that may create that shader's issue. maybe those are triangles in your 3d and those few triangles you do "invert normals"?
https://raw.githubusercontent.com/IAHM-COL/gpg-pubkey/master/pubkey.asc
R.M.S.
If we gave everybody in the World free software today, but we failed to teach them about the four freedoms, five years from now, would they still have it?
R.M.S.
If we gave everybody in the World free software today, but we failed to teach them about the four freedoms, five years from now, would they still have it?
Re: Bell 412
.. but you're right: it seems to come from the inner gutter of the framework of the skids, don't know how to fix it.
(with a closest look, you can "see" the normal vector (in blue) of the gutters (prev. post/image), they are perpendicular to the whole map)
(with a closest look, you can "see" the normal vector (in blue) of the gutters (prev. post/image), they are perpendicular to the whole map)
Re: Bell 412
ok, better:
don't know yet how to fix the last ones (do the same fix for all, some working, some others not)... it's coming from the meshes and it is a real work... Another day ... ==> bug list.
Thanks,
Val.
don't know yet how to fix the last ones (do the same fix for all, some working, some others not)... it's coming from the meshes and it is a real work... Another day ... ==> bug list.
Thanks,
Val.
Re: Bell 412
also check the rgb values of your material
Sometimes if your rgb values are too skewed the shaders give a black.
Sometimes if your rgb values are too skewed the shaders give a black.
https://raw.githubusercontent.com/IAHM-COL/gpg-pubkey/master/pubkey.asc
R.M.S.
If we gave everybody in the World free software today, but we failed to teach them about the four freedoms, five years from now, would they still have it?
R.M.S.
If we gave everybody in the World free software today, but we failed to teach them about the four freedoms, five years from now, would they still have it?
Re: Bell 412
Ok, fixed. For those that encounter the same issue:
- at the border edge of two different shading surfaces of a same object (here smooth faces shade + flat faces shade), the reflection shader override the smooth surfaces with the reflection of the flat surfaces if these two regions are perpendicular, or share the same refection space. This appears when the normals of one region are too close to the other region. So the reflection shader apply the reflection of one region to the other region, and when the normals are perpendicular, a black region could appear (reflection is null). Not easy to explain, but I hope you see what I mean. in my case, the black regions were not coming from the smooth surfaces as it appears to be, but from the reflection of the normals of other faces (our flat faces that are perpendicular), ie the gutter of the skids.
- how to fix it: select the faces of the region from which the reflection override the other, assign a new material to them. Change the material according to your needs. Be sure of course this new material will not be reflected ...
F****** bug ! ( [jokemode] since recently, you can change the 'F' by a 'T', means the same thing[/jokemode])
CU
Val.
- at the border edge of two different shading surfaces of a same object (here smooth faces shade + flat faces shade), the reflection shader override the smooth surfaces with the reflection of the flat surfaces if these two regions are perpendicular, or share the same refection space. This appears when the normals of one region are too close to the other region. So the reflection shader apply the reflection of one region to the other region, and when the normals are perpendicular, a black region could appear (reflection is null). Not easy to explain, but I hope you see what I mean. in my case, the black regions were not coming from the smooth surfaces as it appears to be, but from the reflection of the normals of other faces (our flat faces that are perpendicular), ie the gutter of the skids.
- how to fix it: select the faces of the region from which the reflection override the other, assign a new material to them. Change the material according to your needs. Be sure of course this new material will not be reflected ...
F****** bug ! ( [jokemode] since recently, you can change the 'F' by a 'T', means the same thing[/jokemode])
CU
Val.
Re: Bell 412
Good catch valery
I had no clue of such thing was also a problem. Great to add to the knowledge battery here, too.
I had no clue of such thing was also a problem. Great to add to the knowledge battery here, too.
https://raw.githubusercontent.com/IAHM-COL/gpg-pubkey/master/pubkey.asc
R.M.S.
If we gave everybody in the World free software today, but we failed to teach them about the four freedoms, five years from now, would they still have it?
R.M.S.
If we gave everybody in the World free software today, but we failed to teach them about the four freedoms, five years from now, would they still have it?
Re: Bell 412
Fiat lux !
the landing light extended:
and the result with rembrandt (only):
external:
to shed a light on this:
http://wiki.flightgear.org/Project_Rembrandt#Spotlights
Very funny indeed
if someone knows how to make the same with ALS ... I get it !
Let me know if you have some feedbacks on the handling of the Bell, thanks.
++
Val.
the landing light extended:
and the result with rembrandt (only):
external:
to shed a light on this:
http://wiki.flightgear.org/Project_Rembrandt#Spotlights
Very funny indeed
if someone knows how to make the same with ALS ... I get it !
Let me know if you have some feedbacks on the handling of the Bell, thanks.
++
Val.
Re: Bell 412
ALS lights are really simple to do.
http://wiki.flightgear.org/ALS_technica ... ary_lights
You might want to combine these with procedural lights:
http://wiki.flightgear.org/ALS_technica ... ral_lights
What's the difference? The first produces the cast of light on the ground and on scene objects, the second produces the glow of the light source itself, e.g. for a beacon or navigation light.
http://wiki.flightgear.org/ALS_technica ... ary_lights
You might want to combine these with procedural lights:
http://wiki.flightgear.org/ALS_technica ... ral_lights
What's the difference? The first produces the cast of light on the ground and on scene objects, the second produces the glow of the light source itself, e.g. for a beacon or navigation light.
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