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Author Topic: Flugzeuge v. WK2  (Read 95979 times)

Revolver

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Re: Flugzeuge v. WK2
« Reply #165 on: January 07, 2022, 11:17:13 am »

Hi!
"please look here what happens to the glass..."
From the screenshot I can't tell what you mean. How do you want the glass to look? Is the glass a separate mesh, with the painted instruments behind?

Could you share the mesh with normal issues as .fbx?

Still, the plane looks awesome! Those are common issues when the model is wip, but they don't detract from the nice work you're doing.

Hi KW71!

Thanks for the kind words, but I would like the glass to be so transparent that behind it you can see the instruments or dials. The glass must be able to reflect a little, but not make the dials look darkened.
As for the inverted surface, I have yet with great effort get back....HUH! :facepalm:



Now it looks like this and makes no more problems. Nevertheless, the problem with the glass is still open.... :-[



Quote
Is the glass a separate mesh, with the painted instruments behind?

YE Sir! :)

mtl-File too time....

"name" : "Glas",
      "shader" : "",
      "alpha_coverage" : false,
      "color" : ".2,.2,.2,0.05",
      "f0" : "0.04",
      "roughness" : "1.0",

      "emissive_color" : "0.0,0.0,0.0",
      "sun_lag" : 0.0,
      "max_temperature_black" : 40,
      "max_temperature_white" : 20,
      "thermal" : "",
      "tex_albedo" : "",
      "tex_normal" : "",
      "tex_roughness" : "",
      "tex_opacity" : "",
      "tex_reflectance" : "",
      "tex_environment" : "",
      "tex_emissive" : "",
      "tex_thermal" : ""

« Last Edit: January 07, 2022, 11:19:41 am by Revolver »
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KW71

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Re: Flugzeuge v. WK2
« Reply #166 on: January 07, 2022, 05:24:26 pm »

The roughness value you're using is to high, try to lower it down near to 0. Also there is a new glass shader. Try this:

      "shader" : "glass",
      "alpha_coverage" : false,
      "color" : "0.9,0.9,0.9,0.05",
      "f0" : "0.04",
      "roughness" : "0.08",

You can start there, and then adjust the values at your taste.
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Revolver

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Re: Flugzeuge v. WK2
« Reply #167 on: January 07, 2022, 05:57:02 pm »

The roughness value you're using is to high, try to lower it down near to 0. Also there is a new glass shader. Try this:

      "shader" : "glass",
      "alpha_coverage" : false,
      "color" : "0.9,0.9,0.9,0.05",
      "f0" : "0.04",
      "roughness" : "0.08",

You can start there, and then adjust the values at your taste.

Thank you my friend! Now it looks much better! :) ;)
Is there still "shader" for metal?






Gruß.
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KW71

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Re: Flugzeuge v. WK2
« Reply #168 on: January 08, 2022, 12:13:06 am »

You're welcome!
Is there still "shader" for metal?

Gruß.
No. For metal set f0=1.0. If you are using different materials, only for the metallic one. If you are using only one material, then you need a reflectance texture to define metallic components.
I recommend you to read the links suggested in the wiki, at the bottom. Your model worst the time.
« Last Edit: January 08, 2022, 12:18:03 am by KW71 »
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Revolver

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Re: Flugzeuge v. WK2
« Reply #169 on: January 10, 2022, 11:14:00 am »

die Instrumentenpaneel sieht jetzt mehr oder weniger besser aus....
 







aber einige Teile werden beim importieren doch umgedreht...hab schon alles versucht, aber bis jetzt ohne guten Ergebnis....  =|





und beim Versuch Motorteile/beiden Zylinder Reihen zu importieren hat die OT-E zusammen gebrochen...obwohl sie weniger als 50.000 Vertis haben... >:(
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Revolver

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Re: Flugzeuge v. WK2
« Reply #170 on: January 11, 2022, 05:56:23 pm »

hab doch geschafft die beiden Zylinderreihen da rein zu quetschen... :P =D











 ;)
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KW71

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Re: Flugzeuge v. WK2
« Reply #171 on: January 12, 2022, 10:18:25 am »

*"aber einige Teile werden beim importieren doch umgedreht...hab schon alles versucht, aber bis jetzt ohne guten Ergebnis...."*
Share those components in an .fbx, please. I'll check them.
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fly77

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Re: Flugzeuge v. WK2
« Reply #172 on: January 13, 2022, 12:28:19 am »

hab doch geschafft die beiden Zylinderreihen da rein zu quetschen... :P =D
 ;)
Bald gibts da einiges zu animieren !  ;)
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Revolver

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Re: Flugzeuge v. WK2
« Reply #173 on: January 13, 2022, 05:19:52 am »

hab doch geschafft die beiden Zylinderreihen da rein zu quetschen... :P =D
 ;)
Bald gibts da einiges zu animieren !  ;)

Yeop....soisses!  :)
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KW71

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Re: Flugzeuge v. WK2
« Reply #174 on: January 15, 2022, 01:54:16 pm »


I have this when I open the .fbx. Is that correct? All those meshes have issues?
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Revolver

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Re: Flugzeuge v. WK2
« Reply #175 on: January 15, 2022, 04:50:52 pm »

Hi,

some places are shown upside down although in Max everything appears correctly with 2 view turned off.



and the smoothing groups after import are also broken.




and if you go too close to the object, it disappears completely and only its shadow is visible...



 :-[
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KW71

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Re: Flugzeuge v. WK2
« Reply #176 on: January 23, 2022, 12:01:12 pm »

Hello Stefan! Sorry for the late reply.
The only problem I noticed was the lack of UVs in several components. I made an automatic unwrap, and imported the model without problems. I don't notice inverted faces, or the model vanishing sudenly.


In the .fbx you sent me several repeated meshes, like this couple:

Wich made me think, do you work with copies, or instances?
https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/3DSMax-Basics/files/GUID-9F0E9AC3-FAE6-46A6-83F3-591084220B12-htm.html
Is better work with instances, because you only have to unwrap one.
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Revolver

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Re: Flugzeuge v. WK2
« Reply #177 on: January 23, 2022, 05:23:02 pm »

Hello amigo!

First, thank you very much!

I tried to fix the flipped sides in UVW mapping, but when importing, as soon as you nourish the model, it disappears. Don't know.
Can you maybe send me your corrected version?  ::)
 Thanks!

And YES, I work with the copies.
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KW71

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Re: Flugzeuge v. WK2
« Reply #178 on: January 24, 2022, 08:16:47 am »

Sure, I just sent you a PM with the link.
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Revolver

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Re: Flugzeuge v. WK2
« Reply #179 on: January 25, 2022, 11:08:08 am »

Sure, I just sent you a PM with the link.

Thanks, Amigo!

*******************
Now when dividing the group (hood parts) to individual and importing them in OT, the same thing happens as until now - when coming closer to the object it disappears ...

so, the model has no flipped faces and has a UVW mapping....the group was assigned a standard material in the process....

i don't know where the problem is...?













 :-[ :-[ :-[ :-[ :-[
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