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Polygons with materials - lighting and LOD issues

Thank you very much guys for the ability to draw polygons outside of airports, which became possible recently!

I would like to use this for a larger barren area but struggle with some barriers I met when working with the following test sample:

In the following sample I covered a larger area with the following material from the MSFS default material lib (the same applies to individually created materials):
Name="ConcreteBare" Guid="{BC96E08E-86F6-4ED7-85C9-2847BE14C27B}" SurfaceType="CEMENT"

1640267251238.pngFirst problem: There are straight lines in a north-southern direction along every 3rd LOD11 tile.

This it not related to material itself as it is not happening along all the other seamlines (east-west and 1st and second north-south).

Looking closer at the problem it revels that polygons with no terraforming applied whatsoever (only material textures) cause a terrain mesh gap in both positive and negative Z directions that seem to be the cause for the seamlines seen from the distance:

1640267481235.png


Second problem: Lighting for polygons seems to be "off" on some way and substantially different to that of the surrounding scenery. See the following comparison showing the same polygons at different times of the day:

1640267587872.png1640267597833.pngYou see textures/materials on polygons become noticeably darker than the surrounding scenery in late/early daylight hours - making it stand out like a sore thumb.

Related to that there's a circle of "detail overlays" (or whatever it is) following the aircraft in multiple LOD "rings" when the sun is low:

1640267746157.png1. Dark right under user viewpoint.
2. More brightness a little further away
3. Back to dark again a little further
4. And back again to more brightness in the far distance.

Is there a chance these problems can be addressed or is there something that can be done from our side to avoid these?

scenerymaterials
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Sasa avatar image
Sasa answered Sasa edited

Using white textures makes the problem with the tiling a bit more obvious in the different sunlight positions (same location, just different daytimes):

Noon:

1641373109697.png

Dusk/Dawn:

1641373128521.png


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1641373128521.png (3.2 MiB)
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Sasa avatar image
Sasa answered

Regarding the straight north-south lines following every 3rd LOD11 tile I did some further experimenting:

I have been drawing a new polygon crossing one of these lines with the default asphalt texture and terraforming applied. Even in this setting there's a line visible from the distance.

1641379573788.png

When looking from nearby there's no step in the mesh anymore (of course - because of the terraforming) but it shows that there is still something going on here that creates those lines seen when moving out:

1641379884294.png

Setting...

 <Geometry clipLevel="11"></Geometry>

...from 11 to 10 makes the polygon invisible after the next compile. So this isn't a workaround either.


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1641379884294.png (3.3 MiB)
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Sasa answered

Any feedback would be highly appreciated.

The problem with the cutlines along LOD9 longitude lines remains for polygons.

Same as the tiling.

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