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Showing results for tags 'pbr'.
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Hello! I'm making some custom buildings for my own MSFS scenery. If viewed in Blender, the pbr-textures are looking perfectly. Meanwhile in MSFS, if you are looking at them at a certain angle, they start to become extremly shiny. I don't know why this is happening. I use Blender (version 2.93.13), pbr-textures vom ambientcg and the msfs2blend exporter. Does anyone have an idea what could help? Thanks!
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/images/notams/notams20/heav0702.jpgSo Why PBR?PBR (Physical-Based-Rendering) workflow when used in fight simcreates such a difference in everything including small details. Havea look at this in-game screen shot of part of the instrument panel ofthe Sabreliner. You'll see we have rendered the dimensional quality ofthe gauge faces and needles, etc. The numbers are recessed and the dialpaint has depth and texture. When you put all this together with the larger items, theexperience in the cockpit becomes far more realistic andImmersive. You'll find this type of material and texturing in all ourproducts from now on including the Ctrl/Ezy short cockpits. About Ctrl/EzyCtrl/Ezy has been designed to suit a particular type of simflyer. There is a vast amount of people who fly mostly in exteriorview, taking screenshots of the model and all that expensive scenerythey have bought. All these people want and need is a basic panel withthe basic information on, a set of switches to turn on and off all thebasic systems and start the engine. Also, they rely heavily onkeyboard input so that they can stay in the exterior view. Ctrl/Ezy isNOT for those that like systems, following the flight proceduresexactly, spending a lot of time in the cockpit when flying. We havethe regular AH line for that. We understand it is a bit confusing butas more Ctrl/Ezy products are released, we hope that people will beginto understand the concept and just decide whether it is for them ornot. We ALWAYS ensure that people know EXACTLY what they are buyingbefore pushing the button so PLEASE READ the descriptions on Ctrl/Ezyproducts before hitting the buy now button. That way there will be nosurprises. By the way, the other major benefit of Ctrl/Ezy is that youget the same standard of modeling and PBR texturing you get in ourstandard line, at a much lower cost. That can't be bad can it? Source
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- 2020
- aeroplane heaven
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(and 2 more)
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/images/notams/notams19/heav1125/heav1125.jpgTalk about attention to detail, Aeroplane Heaven has offered apreview of the seats, now using PBR, in their Sud AviationCaravelle: Whilst the hurricane is raging... (yep we went there) theCaravelle is still being converted to PBR. Here are the frontseats. If you look carefully you might see where we dropped our coffeewhen the announcement of the new FS simulator was announced. /images/notams/notams19/heav1125/caravelle-1.jpg /images/notams/notams19/heav1125/caravelle-2.jpg /images/notams/notams19/heav1125/caravelle-3.jpgSource
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/images/notams/notams19/orbx0406/orbx-1t.jpgOrbx CEO John Venema announced today in their forums that they nowhave the first 100% PBR airport in the development pipeline for bothPrepar3D and X-Plane 11. For those still not up on their imagingtechnology, PBR (Physically Based Rendering) is used in the creationof 3D objects in simulators, including aircraft and buildings. Itshades and renders the objects in a way that more accuratelyrepresents how light interacts with surfaces making for a morerealistic look. We've been seeing more and more PBR appearing lately,but Orbx is now going all-in. Also interesting is the announcement that, working with nowin-house team Turbulent Aviation, a new PBR workflow is beingestablished that will not only continue to enhance the use of PBRtechnology but also make possible the creation and release of bothPrepar3D v4 and X-Plane 11 scenery at the same time. As a tease, a couple of screen shots from the mentioned airportwere released--though not what airport it actually is! /images/notams/notams19/orbx0406/orbx-2t.jpgSource