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lyonhaart001 avatar image
lyonhaart001 asked jerj100 published

How to Smooth Chamfered Door Seam Edges in Blender for MSFS Plane Creation

Hello SDK Team,

I appear to have be having an issue with fuselages that have cut panels in them, such as doors, panels, wheel well openings. With cut seams in them with fine chamfers, the area appears like a fluffy pillow in MSFS.

I havent changed my work flow. I use Blender Alpha 3.0 and have been for several months now without issue. I have contacted them also to see if its an export issue. The plane appears fine in Blender, but in MSFS, the look is scary.


screenshot-2021-06-08-011203.jpg

In Blender 3.0, it appears fine. Proper (normal) workflow.

screenshot-2021-06-09-122339.jpg

In MSFS, the edges appear radically huge.

screenshot-2021-06-09-122740.jpg

I have resorted to cutting the edges between smooth area and chamfered edges so the fuselage and panels keep their smoothing unity, but it breaks the smoothness, like Asobo planes have. A rough fix, but it works, but felt I needed to report this to let you know what is going on.

Loving this sim....!!!!!

Kind regards,

Bill Ortis
Lionheart Creations LHC



modeling
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lyonhaart001 avatar image
lyonhaart001 answered

In case it was a shader issue, I added proper MSFS PBR materials to the fuselage. It made no difference.

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FlyingRaccoon avatar image
FlyingRaccoon answered

Hello Bill,

Looks like a normal interpolation artefact to me.
I don't know how the Blender and its exporter handles this but what I know is :

- we tend to have additional edges around any chamfer as shown in the DA62 wireframe below
- we use 3DS Max smoothing groups to avoid this kind of problem. Red faces below are in a different smoothing group. I think Blender equivalent would be "Edge Split".

1624553087956.png

I hope this will help you solving your issue.

Regards,
Sylvain


1624553087956.png (565.7 KiB)
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jerj100 avatar image
jerj100 answered jerj100 published

Shape too complex; game can't compute. Break up the mesh a bit! I fixed my aircraft this way. The other thing you can do with blender that I find quite often on the Asobo LODs is separating faces after shading smooth, and rejoining them. I can upload an example if the fix above does not work. To sum it up, the game thinks it should bend the light around the object where it's not necessary. In my personal remakes so far, I've found myself separating faces to deal with this more often than adding unnecessary tris/polygons to the model. Keep up the great work!

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