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Prepar3D V4.4 with PBR Engine Released

...no Quixel, nor Substance - I have just defined the metallic proprieties in a new map (hand made) and used the existing diffuse (as albedo) and normal maps.
You do not necessarily need to use an external program to paint in PBR. PBR is just a different mathematical model for the light behavior, which requires new maps. Quixel, Substance and similar applications make your life easier as they will prepare the maps with the right settings for you...but they are not strictly mandatory. That being said, I am leaning towards the purchase of Substance Painter.
 
A couple of notes just in case other developers are experimenting with PBR:

- A quick and dirty way to see some PBR effects in your model is to copy-past the _metallic texture of the F-16 and use it as you metallic texture, with shininess linked to its alpha. Of course this is not optimal BUT it is OK as first glance if your aircraft is a weathered, non-glossy one. Should be a nice start for most military models.

- The ALBEDO in the material definition will have some impact on your albedo texture. Leave it to 1.00 if you want to use the true color of your albedo texture (which is in 99.9% of the cases I guess)

- You CANNOT reuse the same texture in the same model for both pbr and non-pbr materials in the same model (inlcuding its VC). If you do so, its brightness will be screwed up in during rendering. I had the fuselage material of the F-35 converted to .PBR in the external model, while the VC uses a non-pbr material. As result the VC instance looked very dark. I also had issues with coexisting PBR and non-PBR materials using the same texture... one or both had their brightness screwed up.
This is why, I guess, the F-16 has duplicate diffuse and albedo textures (while they are basically the same file).
 
Yup, in a nut shell, the Albedo is the old Diffuse map. Only now the color RGB brightness has a direct effect on the final property of the material. Also, the shadows need to be eliminated. The albedo should be the texture colors only. No shadows should be baked in (for best results).

Although the P3D is used slightly differently from the DCS version the channels are swapped around but they still perform the same functions.

Here's a few different variants of paint versus metal which I think will be able to be accomplished equally well now in P3Dv4.4+

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The Phoenix is our first "dedicated" model for V4.4 with full PBR materials and textures. Here are some pics of the exterior...
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and here are some previews, less people, of the interior VC. We are getting good results in dynamic reflections but are still at work on finessing glasswork.

Whilst the advantages are pretty clear for exteriors, we have yet to be convinced on VCs. Whether the engine can render the textures with enough subtlety, remains to be seen...

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and here are some previews, less people, of the interior VC. We are getting good results in dynamic reflections but are still at work on finessing glasswork.

Whilst the advantages are pretty clear for exteriors, we have yet to be convinced on VCs. Whether the engine can render the textures with enough subtlety, remains to be seen...

Baz...those are really some brilliant shots. Beautiful work sir. :very_drunk:

I did a set of PBR textures for my F7F VC...specifically the panel. I posted those up in another thread here. When I took them into the sim, I realized that I actually liked my original baked non-PBR set better. I think it is going to take a while for devs to migrate into the process and get a sense of what is best for a project.

That said...the sim is turning into a very fine environment to explore.
 
Curious if anyone has seen these updates to the sound system? Saw this over at Avsim.

"LM have made some significant changes to sound support that is now available to developers/content providers. It is LMs hope, 3rd party embrace and use those new features as they are no longer bound to some of the older sound limitations and/or work-arounds."

Cheers, Rob.
 
Curious if anyone has seen these updates to the sound system? Saw this over at Avsim.

"LM have made some significant changes to sound support that is now available to developers/content providers. It is LMs hope, 3rd party embrace and use those new features as they are no longer bound to some of the older sound limitations and/or work-arounds."

Cheers, Rob.

I have not noticed anything, I assume its a lot like the PBR, it will be significant when developers take advantage of it but right now users won't notice much.
 
...no Quixel, nor Substance - ....

Grazie mille, Dino ! Valuable info for any PBR dilettante :cool:

And thanks, Rick ! Those DCS models look fantastic but i suppose it will never be my fav flightsim (in fact i only bought it for the F-86...;-)
 
The Phoenix is our first "dedicated" model for V4.4 with full PBR materials and textures. Here are some pics of the exterior...

and here are some previews, less people, of the interior VC. We are getting good results in dynamic reflections but are still at work on finessing glasswork.

Absolutely first class, Baz ! :applause:
 
Curious if anyone has seen these updates to the sound system? Saw this over at Avsim......

I was reading this comment about the sound issues and possible fix if one has sound issues in P3Dv4.4
Also a video showing P3Dv4.4 PBR texture primer.

Thanks Ted !

I don't think i hear anything noteworthy new re engine sounds inside or out in v4.4. I also don't seem to have any problem with sounds all together in v4.4. The C-47 Pratt & Whitney concert for two R-1830-S1C3G Twin Wasp 1200hp 14 cylinder air-cooled two row radial piston engines still sounds as gorgeous as you have created it many moons ago, inside and out ! :biggrin-new:

Nope, for the time being i have no issues with sound in v4.4.

And thanks for the PBR video ! :encouragement:
 
Thanks TF...I used the fix for the sound and it solved the "spooling up" anomaly. Sound is correct when switching P3D cameras, and ChasePlane cameras. Good tip. :encouragement::encouragement:

Update:
I'm successfully exporting scenery and aircraft models into V4.4 from the SDK. PBR textures are functioning on aircraft and ground models, but not yet on ground polys. Right now I'm working with the new texture format using Quixel and non Quixel textures. Once I have anything the comes remotely close to the above posted models, I'll share those. :running:

Thx to Dino for his contributions and TF for that great video.
Baz, those pics of the Phoenix are downright inspiring.
Rick...your work shows how far you have come in a year and a half. Kudos sir!!
This is a steep learning curve and all input is extremely helpful and appreciated.
 
Update:
I'm successfully exporting scenery and aircraft models into V4.4 from the SDK. PBR textures are functioning on aircraft and ground models, but not yet on ground polys. Right now I'm working with the new texture format using Quixel and non Quixel textures. Once I have anything the comes remotely close to the above posted models, I'll share those.

Thanks Gordon, look forward to it !

Say, i just paged thru that Substance site ( https://www.allegorithmic.com/substance ) My gawd...... Did you see that ?....

This is a steep learning curve and all input is extremely helpful and appreciated.

+1 ! :encouragement:
 
Thanks Gordon, look forward to it !

Say, i just paged thru that Substance site ( https://www.allegorithmic.com/substance ) My gawd...... Did you see that ?

I sure did. Spent a lot of time there and on Unigene and others. Bottom line is that we have tools to take us anywhere we want to go. The only question is going to be how far LM wishes to take P3D.

I'm leaning towards Substance Painter for my production work. I think Quixel is a fine, affordable interface that is very user friendly and perfectly suited for skinners and devs who are looking for a point and click approach. SP is going to be a more comprehensive and flexible tool in my view, so that will be on my priorities list.

BTW...I re-constructed the 3DS Max PBR Tutorial that Ted posted. It's really handy as a tool to determine what values are needed to produce different PBR reflective levels. The process of actually building the model and materials was a great way to get a hands on feel for the new workflow. :encouragement:


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Happy to know that you choses also SP for your workflow, I feel less alone with my choices, not that I don't like PSP but SP seems more flexible and consumes less memory.:santahat:
 
Thanks Ted !

I don't think i hear anything noteworthy new re engine sounds inside or out in v4.4. I also don't seem to have any problem with sounds all together in v4.4. The C-47 Pratt & Whitney concert for two R-1830-S1C3G Twin Wasp 1200hp 14 cylinder air-cooled two row radial piston engines still sounds as gorgeous as you have created it many moons ago, inside and out ! :biggrin-new:

Nope, for the time being i have no issues with sound in v4.4.

And thanks for the PBR video ! :encouragement:

Just curious what LM was talking about changes to the sound system. Rob has built a monter PC, but mention he's testing P3V.5 on his old system.

I almost have all the parts to my system build just waiting on SAMSUNG 970 EVO M.2 SSD to arrive. Will be ready for P3V.5!
In the mean time I can get back on the C-47 for FSXSE.

Leak test video, but you see its massive cooling.

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