This wasn’t used in MSFS 2020, but it is used in MSFS 2024. This “texture” overrides secondary CGL images, and can only be altered by aprons or polygons with transparency. The compiled CGLs are fine. It’s the sim-added textures that mess up your beautiful secondary images. What we need is a means to disable these awful GameRender albedo Textures.
For the issue I reported (white ground colouring) I actually have a transparent apron with a grassground texture set to 0 alpha (fully transparent) covering the runway area, so it should have removed this issue if that was the case?
This is the problem. The Game Render Albedo, created by the sim, overrides the created aerial imagery. This doesn’t happen in MSFS 2020. I’m guessing this is created to account for default vegetation and perhaps seasonal and hourly changes?
The end result is we have only marginal control over secondary ground display. And it’s a mystery as to how the display will render. And it’s not just the over-exposed white coloring. It is also the unwanted brown fields, and perhaps other anomalies. There’s no magic polygon or apron material to exclude or control the GameRender texture.
Any news on this? I am experiencing the same issue. In my are there was a cloud and it was cured by some generic textures. However when I am trying to create custom CGL I am unable to overwrite it completly. There is still some default brown part over my CGL. Have a look.
Bumping this thread. Any update on this issue? Just created an aerial image for the airport I’m working on, and the very green satellite image which is the intended output is being interfered with by the brown/dull colouration.
Near the bottom of the thread, I posted a probable solution. It concerns making a colored polygon of an acceptable ground type, and controlling the transparency. You might be able to make a new transparent material of the right type for the polygon.
Ironically I spotted your thread not long after posting my message in this one. Setting a Polygon with the material Runway Grass on the discoloured areas (compared to the intended colour) helps the proper colour to come through, and also ensures there is grass generated within the polygon. Many thanks for your suggestion!
I can confirm @rhumbaflappy suggestion works well.
It’s worth noting that this method overrides any apron/ground type in the area its placed. So if you’ve lots of brown areas to remove, you have to be very specific with the polygons. If you place a polygon over your whole airport, the grass will be everywhere regardless of which priority settings you use.