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Re: MSFS SDK

Posted: 13 Sep 2020, 10:49
by robcarrich
Have you made any headway with $pan type gauges Dave?

Re: MSFS SDK

Posted: 13 Sep 2020, 11:35
by DaveG
No, haven't looked at that at all Rob. My Rapide is purely modeled gauges.

Re: MSFS SDK

Posted: 13 Sep 2020, 17:06
by DaveG
Some rapid(e) progress over this weekend.
Managed to squash some annoying bugs, and made a start on some proper PBR textures.

Image

Image

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

Re: MSFS SDK

Posted: 13 Sep 2020, 17:13
by spatialpro
Will there be a PBR paintkit Dave? *-) :thumbsup:

Andy

Re: MSFS SDK

Posted: 13 Sep 2020, 17:15
by GHD
Looks great :welldone:

Re: MSFS SDK

Posted: 13 Sep 2020, 17:58
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.

Re: MSFS SDK

Posted: 13 Sep 2020, 19:26
by TSR2
For the idiot I’m the room, me, what are PBR textures in a nutshell? I see everyone talking about them.

Re: MSFS SDK

Posted: 13 Sep 2020, 21:56
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.

Re: MSFS SDK

Posted: 13 Sep 2020, 22:06
by TSR2
So in layman’s terms a layer with special properties? That dictates roughness, smoothness etc?

Re: MSFS SDK

Posted: 14 Sep 2020, 07:36
by DaveG
Err, yeah, pretty much. :lol: