MSFS SDK Tutorial - Blender Lights, Emissive and Airports presets - Light Row
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- Опубліковано 16 вер 2024
- In this MSFS SDK Tutorial I want to talk about the different type of lights: Blender's FlightSim lights, emissive materials and Airport Lights, placed with light row and light presets.
Any question, please let me know in the comment below or join the discord
/ discord
Your tutorials are the best!!! One suggestion for creating the box at the end, you can increase performance by creating a 3 sided cone. This will reduce your triangle count from 12 down to 4. This will help just a little for large airports.
Actually beyond that 2 triangle planes at 90 degrees from each other will reduce your below ground triangle polygons to 2 ;)
Thank you for all the time and energy you have put into these videos. The more I learn about FS development, the more I realize that you cover most of it already. I should have just watched your videos from the beginning, and I would have saved myself a lot of headaches. It took my a while to understand that you weren't saying "Jesus, Jesus, Jesus" but "G--Zed, G-Zed, G-Zed" lol. Thank you for making these!
Ahahahah G-sus , you made my day!
Thanks a lot!!
Awesome job, Federico! Good to see you back at SDK videos. And, Congratulations on getting 1K plus subs!
Thanks buddy, running hard to reach you!
Again many thanks four your excellent tutorial. Only one remark: "has symmeetry" is usefull (e.g. if "cone angle" = 180° and full 360° Angle is wanted)
This is very good, thank you. I didn’t know about the light support and that’s definitely something I can use.
Thank you! Light support is very handy, especially to clean default Airports from rogue taxiway misplaced lamps 😊
And special thanks to get through the end of the video, I'm always concerned about the lengtht!
Thank you, and welcome back
Thanks Abel, this one was supposed to came out for Christmas but been really busy!
@@MSFS-SDK-TUTORIALS No worries Bro
THIS is what I’ve been looking for for some time now! My (current) anti collision lights are pathetic and I would like to use this technique to be able to see the airport beacon from a distance! Nothing was mentioned about LOD’s, but that shouldn’t be hard to implement! THANKS!!!
Thanks Terry!.
Lod is related to the model, and you can have as much you want (just like Asobo's default)
the light effect doesn't care about LODs
Thanks for this HOT STUFF...will try it out
Hi! Great channel! You can make a light visible on a distant outside airports by using the lod system and emitting materials. Put it inside an invisable cube of some size. Downside: It will also be visible at daytime.
Hi , thanks!
Yep, exactly like that, if you really need that method you can wrap your light in a Simboject and hide it during daytime 😉
Can you elaborate on this? I am making a broadcast tower with custom white anti-collision flashes on it in Blender. I find that the lights are not visible from any more than a couple of hundred meters, when in fact, I’d need them to be visible from further away.
Very helpful content Sir, thank you
Thanks!, appreciated!
Federico, hai fatto un tutorial meraviglioso. E' un libro sacro da tenere sul leggio. Posso fare il mio sentiero luminoso come sognavo. Grazie ancora
Mille grazie Giampa!
Thanks for this great tutorial as always. 👍
Thank you!
Thanks a lot for this great video! Super instructive. Now I have a lot of work to implement these :)
Very well, my friend, do you think the lights of the house can be done the same way? Is it possible to update the tutorial on creating ILS in the near future? Thank you for your gorgeous videos, these are really working tutorials!
Hey Valentin
Thank you so much!
Yep there are several type of lights described in the tutorial, some of them are suitable for buildings (in the video there's an hangar, which is the "house" for airplanes)
What do you mean with "ILS"? the "radio" part of it is included in the Airport object
Of you mean the lights part, the Airport type lights using light preset/rows/support are what is needed
Join me on discord if you need more info!
@@MSFS-SDK-TUTORIALS Okay Federico! Thank`s!
@@MSFS-SDK-TUTORIALS I'm very sorry, but I just wanted to say that the SDK may have changed since the release of your early video about the creation of ATC, COM, ILS and NDB systems at airports. Recently, based on your videos, I made an airport project that does not exist in the simulator, from scratch, but unfortunately the ILS and NDB that I created did not want to work. For me, functions are more important than visualization when we make airports that are not in the simulator. Is it possible to update tutorials on ILS, NDB, COM, ATC navigation. Tell me in which branch of your discord such issues are discussed. I am very grateful to you for what you are doing!! That's cool!!😍 Maybe you can tell us about ILS in the ADE airport design editor, it would be just as cool, since ADE can create not only an airport, but also points of approach to the glide path, in theory it is wider than the standard SDK🤩
Very good tutorial. The glass of my lamp is not transparent like in your video, but the light is visible at night.
A question: how to duplicate the support + light row assembly to place it in another place and at a different height?
THANKS a lot!
If you need the glass to be transparent you can tweak the alpha value of the material.
Do duplicate the items, select both in the scenery editor and press the duplicate button to make the a perfect copy of the original, the move them into position (the copy will still be selected)
@@MSFS-SDK-TUTORIALS
Thank you for your prompt response.
On my scenes there are a lot of beacons on buildings and masts.
It's not easy to precisely place the lights on the top of the masts, even with the gizmo 🤥
For transparency, I decreased the value of the alpha blend several times, without correct result.
I also have the same problem on the canopies of the planes that I transform from FSX to MSFS.
But that's not what this tutorial is about.
Best regards
awesome video, it's proven very helpful. One question I had is in regards to emissive meshes. I have these tiny "bulbs" that I use as my emissive mesh and it looks really nice but as soon as I start to move my camera back, the sim culls out those meshes (as they are so tiny) and I no longer see my emissive effect as a result. Is there a way to tell the sim NOT to de-render (cull) a mesh?
Two part answer: the little mesh being culled is because most likely it is not part of the main mesh, but separate. You really want to join the parts to obtain a single bigger mesh, better for permance too.
The emissive disappearing is explained in the tutorial, you can't do much for that other than using the light preset/light row
Thanks for the great video! What render engine are you using cycles or Eevee? I cannot get mine to look as sharp as yours it’s grainy
I'm using Eevee inblender 99% of the time,
Only when in need to bake something I switch to Cycles
Great video tutorial. As usual 🙂 . By the way, I'm looking for a tutorial on how to add my custom image, 4 example a jpg or png logo and put on the side or top of an hangar in msfs. I've seen some tutorials of blender on how 2 import png or use vectoral images,but then I can't find the correct way to compile everythjng and find the object in msfs to use it.
Hello,
Actually the emissive scale can also be tweaked in Blender by using the shading tabs node setup of the emissive material. There is a node for "Emissive Scalar". if you manually type in a higher number than one, it will work and export properly to MSFS!
Thank you for your tutorial.
You can then even preview it in blender after setting the emissive scale higher than one by going in the shader settings and enabling bloom!
Thanks!
However, the Emissive Scalar, with the Asobo plugin, doesn't work
I had opened an issue at their github, and this video is part of the demostration :)
github.com/AsoboStudio/glTF-Blender-IO-MSFS/issues/213
The emissive scale works ok with the blender2msfstoolkit, but the former plugin lacks of other functionalities (and is way slower than the Asobo one)
@@MSFS-SDK-TUTORIALS No I am indeed talking about the new Asobo Plugin. You are right in regards to the material tab: The emissive scale SLIDER in the material does not work with values greater than 1. However, as I said, it works by going in Blender - Shading mode and seeing the material in the node setup. If you look for the "emissive scale" NODE you can type a value greater than one and it will show up correctly in the simulator.
so no need to manually edit the gltf file in text program! Thanks as always, I learned quite a few new things :)
@@Eichetheking that would be great, unfortunatly, I have tried like you said, and doesn't work, do you have a working sample to send? blend and gltf? maybe in my discord or federico.pinotti@hotmail.it
so i can share with the dev team to close the issue :D
Hi Federico, a great tutorial thank you. I am trying to place lights inside an airport control tower and I am having some issues. Could you possibly show us how to place lights inside the glass part of the control tower please? I use Blender but seem to be struggling with this part of it. Grazie Mille
Hi Brian, can you explain the issue?
Very nice videos thanks for your hard work.Can you show us how to make engine startup smoke for fenix a320 aircraft's in MSFS 2020
Thank you! However my effects skills are really limited, and moreover I think that the specific plane requires the Aamir collaboration to implement any effect in their software 🙂
Great tutorial Federico! I don't understand why emissive textures in MSFS only glow themselves and don't illuminate nearby objects, like they do in Blender. For every light to show up properly in the sim we have to create a separate light and an emissive texture to go with it. This seems like it doubles the cpu/gpu load, no? It's also puzzling why we can actually see the light 'bulb' reflected in a nearby smooth texture, but can't see the light looking directly at it. I confess I will never understand Asobo's logic in some parts of the sim.
As always, regards from Thailand!
Nice lighting video Frederico,
A little side note if i may.....
Any chance you know how to change a standard runway elevation to a specific altitude?? ( not conforming to terrain).
I would like the ability to have a fully customizable airport "floating" a few hundred meters above the ground with all the applicable lights and ILS stuff 😀😉
Thanks for your thoughts on this qiestion.
Thanks!
Mmm a space port, interesting!
Well maybe you can't have the ils
But lights yes (with light row and light support), and you need to add a 3d object with texture and collision to mimic the runway (my helipad tutorial can help)
@@MSFS-SDK-TUTORIALS That is indeed where i started, with your heli vid.
I can land on my creation (imbedded collision mesh) and for the lighting i was thinking MyPhysicalWorlds approach to animating lights in blender but was also thinking it would be nice to have all ILS and other navigational aids as well.
But thanks for your feedback 👍🏻😀
thank you so much Federico, for some reason the lights do not shut off during the day night cycle on a recent project im working on, I have enabled the setting as you showed here, any other ideas? something I may be missing?
Double check in the glTF the day night switch is active, if not maybe for that specific .blend you forget to tick the day/night option 😊
I had to manually edit the gtif files, thanks for the advice and solution! Appreciate everything you do
awesome tutorial. how do you reload the build light inside the sim is there a shortcut key to press?
@@djskullhd export the gltf from blender
Open the gltf with notepad, save,
The model will update in the game
in msfs 2020...is there explanation about (1) how to put coconut tree default in airport...??? ...(2) how to design ditch in airport design ....???
How can you create an airfield beacon that flashes a morse code identifier?
Hi I tried this method to have the effect on the landing light of an airplane but it didn't work... Is it in blender to do it another way?
Hi Alex, the emissive of you landing lights is likely tied to the code you are using to switch it on, you need to tweak that code in the . XML
@@MSFS-SDK-TUTORIALS thank you for your return, I will try otherwise on a simple object
How did you refresh the sim to show the new emissive value? I’ve been closing and reopening my sim each time I make a change and it’s really frustrating
You can export you object from Blender as usual
The open the glTf file of the object with notepad or any text Editor. Don't to any changes, Save, it will update in the game 😀
Hello! Insanely good video but I have trouble adding spotlight into the sim. It's just not appearing in-game. Can you give an advice on where to dig?
double check your export options, you need punctual lights activated
@@MSFS-SDK-TUTORIALS I've found a solution. I've set paret to light spot. After removing it and make it independent solved the issue.
Thank you! Is it possible to export only a blender light without meshes? I tried so but blender only exports a .gltf and XML file and MSFS cannot recognize it without a .bin file. Also, may I know how to solve the problem where the light disappears when we move away from it? It seems to be LOD related but I have no luck finding the fix. (I am creating a beacon light that should be visible miles away)
Hey Mr Song,
As explained in the tutorial, there is very little reason to have a blender light without its emissive lamp (you can't have light from nowhere irl, do you?)
You can anyway attache the light to a very simple mesh with invisible material, using a big mesh will partially solve the disappearing issue
But the only proper way to have a light that can be seen from a distance is using an airport light
@@MSFS-SDK-TUTORIALS Thank you so much for the response! I found a workaround similar to what you said. I attached an invisible plane below the light and it improved the draw distance that I am satisfied with.
So, the emissive texture of the red taxilight turns off at daytime, but what about the lightbubble in msfs? Doesn't that always stay on?
Yep, when using the light presets it will stay on, no way to turn it off, unfortunately
@@MSFS-SDK-TUTORIALS Okay, thanks. Not ideal but actually I've never noticed this with 3rd-party airports. So it's alright, I guess.
Hi, at 36:53 how are the party lights created? Thank you.
It is a simboject with emissive_code
You can take a look at them in this Scenery
flightsim.to/file/46782/lidl-legnago-airport
Is it actually the same approach also for cockpit lights?
I am thinking about adding cabin lights as part of my CJ4 mod 😊
Thanks in advance!
Hey yep, more or less, e.g. this is for a landing light swith, when clicked, the emissive strenght of the material goes to 2
LIGHTING_Switch_Light_Landing
(A:LIGHT LANDING ON,bool) 1 == if{ 2 } els{ 0 }
@@MSFS-SDK-TUTORIALS great, thanks. I will try that out at some point. Have a good Sunday 👋
How do you activate bloom effects?
It is in your game graphics settings
(Where you can set resolution, level of details and so on)
drive.google.com/file/d/1oDXEOsGST4b5_iWeNaST4m14Ln8l_a3X/view?usp=drivesdk
@@MSFS-SDK-TUTORIALS Ah, okay thanks. I was thinking it was somewhere in Blender.