Hello, I am struggling to understand the concept of the windshield material
using 3DS, the documentation indicates this material should be set as
windshield + use a blend setting… however the SDK example DA62 it shows it
using windshield + mask setting… so there is a miss mach between example
and documentation… which one should be used? In addition, nothing specify /
explains if we should create a double sided or single side geometry to set be
used by the windshield material. The DA-62 example seems to be a single a side
geometry with back face culling enabled inside 3DS… I tried to replicate this
configuration for testing purposes and what happens is this: You get the
windshield rain effect only outside the aircraft, while the inside shows no
glass rendering… if you flip the Normals inwards , then you get the effects
working correctly inside the aircraft but all glass reflections externally are
lost. This doesn’t happen to the DA-62 so clearly something is missing on the
documentation or the example is done differently?. In addition, the
documentation (screenshot below) mentions the windshields materials also
supports Vertex Alpha values. Which I think it was applied to the DA-62
example looking at the rendering inside 3Ds results. However the documentation
explains the values for the Vertex Colors go from 0 to 1 **but 3DS only
supports integers from 0 to 255 for Vertex colours **therefore how you are
supposed to set these values when 3DS doesn’t allow you to enter them? (for
example, let’s say I want half intensity for scratches, so I want the Red
channel to be at 0.5 on some faces, this is not possible since the value 0.5
is invalid, it is either 0 or 1 or 2 to 255…) When you open the DA-62
example, and you select a windshield poly or face, the vertex colors are
showing no values, looks like they were set somehow between 0 and 1… and 3DS
then doesn’t display this data, so I am also unable to study how this was
done…
workflow for Windshield for 3DS is not explained correctly and as a result you
can get very weird result inside MSFS ( things like double scratches, rain
drops artefacts, etc)… there is lots of guess work here, so any extra
information would be very much appreciated. Kind Regards, Simbol