User talk:Hvengel: Difference between revisions

From FlightGear wiki
Jump to navigation Jump to search
(Ubershader issues)
 
No edit summary
Line 16: Line 16:


[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 18:11, 3 July 2014 (UTC)
[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 18:11, 3 July 2014 (UTC)
:Hello Hvengel
:I have/had the same problem with the EC135P2 and the Dornier 328 model slow WIP. So far I can remember one thing seems to be is the uvmapping. When two face are overlapped in the :UVmapped it seems to produce this issue. At least it is not a issue with the shader itself. More the way the model is uvmapped.
:Can you send a in-sim screenshot of the faulty part and a image of the the matching uvmapping?
:Btw: the main culprit is not the vertice numbers- but the objects numbers. So a, let's say 7.000.000 vertice aircraft divided into 1000 objects has a much bigger impact
: as a model with twice number of vertices but divided in only 50 objects. Means: combine all meshes into one object in Blender as long you don't need to animate in any way =
: One object + those objects which has to be animated (aileron, flap,...)!
:Cheers
:--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 19:38, 3 July 2014 (UTC)

Revision as of 19:38, 3 July 2014

Ubershader Issues

HI, I'm the author of the ubershader and accompanying effects. I noticed on the forums that you're having some issues with it.

Could you please paste somewhere the effect file you use?

Also could you check that the respective objects are not parented to some other object (or an empty) from where they could possibly inherit effects/materials?

The flipped normal behaviour is really weird (and would suggest you have inadvertently enabled the <normalmap-dds> flag)

Also, for the uberhsader the relevant documentation is in $FG_DATA/Docs/model-combined.eff/

(If you're gonna ask why it's not on the wiki, you have already hit the main reason, bitrot, and having to duplicate maintenance efforts. And no, I don't think the wiki should be the authoritative source for documentation)

HTH

I4dnf (talk) 18:11, 3 July 2014 (UTC)

Hello Hvengel
I have/had the same problem with the EC135P2 and the Dornier 328 model slow WIP. So far I can remember one thing seems to be is the uvmapping. When two face are overlapped in the :UVmapped it seems to produce this issue. At least it is not a issue with the shader itself. More the way the model is uvmapped.
Can you send a in-sim screenshot of the faulty part and a image of the the matching uvmapping?
Btw: the main culprit is not the vertice numbers- but the objects numbers. So a, let's say 7.000.000 vertice aircraft divided into 1000 objects has a much bigger impact
as a model with twice number of vertices but divided in only 50 objects. Means: combine all meshes into one object in Blender as long you don't need to animate in any way =
One object + those objects which has to be animated (aileron, flap,...)!
Cheers
--HHS (talk) 19:38, 3 July 2014 (UTC)