MSFS SDK

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robcarrich
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Re: MSFS SDK

Post by robcarrich »

Have you made any headway with $pan type gauges Dave?

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DaveG
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Re: MSFS SDK

Post by DaveG »

No, haven't looked at that at all Rob. My Rapide is purely modeled gauges.
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Re: MSFS SDK

Post by DaveG »

Some rapid(e) progress over this weekend.
Managed to squash some annoying bugs, and made a start on some proper PBR textures.

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Still a long way to go, especially with the VC, but I'm happy so far. :)
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spatialpro
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Re: MSFS SDK

Post by spatialpro »

Will there be a PBR paintkit Dave? *-) :thumbsup:

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Re: MSFS SDK

Post by GHD »

Looks great :welldone:
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DaveG
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Re: MSFS SDK

Post by DaveG »

Airtrooper wrote:
13 Sep 2020, 17:13
Will there be a PBR paintkit Dave? *-) :thumbsup:

Andy
Too early to say for sure Andy. There probably will be one, but it'll probably be a bit basic. I'm intending to redo all the original paints in a higher resolution but that's a way off yet.
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Re: MSFS SDK

Post by TSR2 »

For the idiot I’m the room, me, what are PBR textures in a nutshell? I see everyone talking about them.
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DaveG
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Re: MSFS SDK

Post by DaveG »

PBR is Physically Based Rendering, so instead of the diffuse and spec maps you had in Fsx, you now have an albedo, which is the basic colour without any shading, and a composite map, which uses the RGB channels for ambient occlusion, roughness, and metalness. This map tells the rendering engine the surface properties so you can get very realistic looking materials. You can use special programs like Substance Painter or Armorpaint which do most of the hard work for you with predefined material libraries, but those work better when you working from scratch rather than trying to convert existing textures.
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Re: MSFS SDK

Post by TSR2 »

So in layman’s terms a layer with special properties? That dictates roughness, smoothness etc?
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Re: MSFS SDK

Post by DaveG »

Err, yeah, pretty much. :lol:
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