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FlyingRaccoon avatar image
FlyingRaccoon asked MagnanimousHippo commented

FX and lighting

I’m not seeing any way to a light source in the new effects system. How would one go about doing fire or scrape/spark effects, or even just aircraft lights? Would the legacy system still need to be used for effects like this?

lightfx
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Not an answer quite yet, but I'd love to know how this works a little better too. A lot of people have asked me about the Emissives for say a Nav light bulb. I think this system would apply to something like an afterburner as well. I assume you know about the "User Lights Panel". You can use empties in the 3D software, and then name them something identical to what you setup as a "Node" in user lights. This is how my team is going about it right now.

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Yes obstacle lights are really missing or at least I did not see a solution yet.
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FlyingRaccoon avatar image
FlyingRaccoon answered MagnanimousHippo commented

Hello everyone,

I confirm that the new effect system exposed in the FXEditor can't spawn lights nor cast nearby lights.
Its lighting is only influenced by the sun at the moment.
Of course we plan to improve this, the first step will be the support for emissive material.
It's a bit too soon to tell when casting or emitting light will be supported.

Regards,
Sylvain

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Hi Sylvain,

I'm a little confused, are you saying we currently can NOT add any new light FX (be it aircraft or world static)? So no runway taxi entry lights? No landing lights that rotate into position when while emitting light? No fire effects? No explosions? No light strobing during approach? No sequenced lights on approach?

Is this a case of "when" or "never" in terms of getting support? If it's just a matter of when, please add my vote to bump full FX support much higher in the development new feature queue.

Cheers, Rob.

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Hello Rob,


You still can place lights on runway in the SceneyEditor and on aircraft in the AircraftEditor, this is using a different flow.
But you can't have emissive material or light in the FXEditor itself.

Fell free to create "ideas" on this platform about your request for the FXEditor so we have a better understanding of the most required features.

Regards,
Sylvain

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SimHorizon avatar image SimHorizon FlyingRaccoon ♦♦ ·
Hi Sylvain,


I like the node approach, kinda cool to work with even if the UI might get less efficient over time as one gets acclimated to the process of FX.

If you want to get a better understanding FX requirements I would take a look at FXTool from either or both FSX SDK and/or P3D SDK and it's feature support. Those tools are still missing things like "heat haze" (which MSFS does have) but they also provide for many more features than can be implemented in MSFS SDK. But the FXTool's workflow is very inefficient and unreliable (cached issues).

Cheers, Rob.

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Can I ask about progress on emissive material support? I have got several requests for various flame-type effects but have no luck to make custom material glow in the dark, even if emissive set as 1,1,1. Or maybe I am missing something?flame-material.png

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flame-material.png (57.1 KiB)
Hello !

We're working on it :)

Regards,
Matthieu

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@MagnanimousHippo That's a question for you
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Krazycolin avatar image
Krazycolin answered Simbol edited

How about smoke?

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Hi Colin,


You can create smoke effects, etc. what we are missing right now is the capability to attach a light source to an effect directly inside it own emitter, or an additional emitter, etc.

The legacy FSX effects do support it, but this is being deprecated for the new effect system.. which cannot attach a light source at this point in time.

Best,
Raul


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