Your tutorial series is so informative Federico! It's so helpful that it is all relevant to flight sim and blender. Really appreciate you taking the time to put these educational episodes together. I only wish we had more of this content years ago (when I first became interested in FSX), I'd probably be a pro! Different time and simulator though...
Thanks so much for your kind comment! Actually i'm not very skilled in Blender, i'm Just scratching the surfaces and trying to explain the tecnique i'm using (and Is pretty difficult task to do in a foreign language, especially for us spaghetti eater 😌) Takes more time to edit the video to remove "ehmm" and trimming silece while thinking about the right word
Thanks Brian, i have only scratched the surface, correct lods Will become more and more important with next Sim updates, the more they Will push into the Sim, the Better the optimization should be!
If you run in to problems with white textures from the second LOD step then first do one export using batch export LODs. Then hide all but x01, go to export, untick Batch export LODs. Then select the LOD01-file and press export. Then repeat the same thing for all LOD steps you got in your Blender file. Now the textures should load after you build and reload the scenery.
Hello Frederico, first of all, thank you for your very detailed videos, which are a great help to me. I work professionally with Rhino and have little experience with Blender. Even though I have learned a lot in the meantime, there is a problem with the LOD in FS2020, whereby the objects disappear earlier than expected. For testing I have created an invisible large cube and inside a small and a larger cube that are visible. In FS2020, the value of the invisible large cube is displayed during the analysis, which is correct. However, the 2 visible cubes disappear within different distances as if they were separate objects that are not connected to the invisible large cube.This would be the same as if I were building a house with different parts that all disappear at different distances according to their sizes. Since other third-party objects I use behave correctly, I think it must be a setting in Blender, or in the export. Maybe you have a solution for the problem and can give me a tip. I would be very pleased. Thank you very much. All the best, Ralf
Hi Ralf, look closely at 12.40 in the video The big cube Is added in edit mode to the original mesh (cone), making your mesh bigger. It Is a single mesh, not two. Every mesh Is a node with its own drawcall in the rendering engine, and each mesh size Is computed. You goal Is to have single big mesh
@@MSFS-SDK-TUTORIALS Hallo Frederico, grazie mille per il vostro aiuto e per la risposta rapida. Unfortunately, when I added the cube, I did not see that no new object was added in the list on the right. Then it was already clear what had happened. Since my marker should light up in the evening, my marker for the runway consists of several parts, because the white stripe has to have a different material. So I read up on the merge function in Blender. Now everything works as desired. It's great that you took the time to help. Cordiali saluti Ralf
Yeah sure all the time, works flawlessy I do like this Opening the old blend file with x00, x01, x02 etc collections, i simply rename them as myfancyobjectname_LOD0, myfancyobjectname_LOD01, myfancyobjectname _LOD02 Then in the export page, select group by collections, then reload lods (click this a few times) Now only one .xml will be created with all your lods definition in It (you can set the lod minsize in the exporter itself)
For an existing project that has LOD works like you said, for a new project it generates for every LOD an .xml file. Is this how is going to be from now? I tried so many scenarios and not matter what i do is still going to generate separate. Xml files. If i tried to modify the .xml file to combine all in one i get an 1 failed message when building the project.
@@OltcitRoom uhm i can't follow you..in a new project Simply create the same setup you did with the old projects, lods grouping in one xml Is done per the name of the collection, the exporter search for same names (myfancyobjectname in the example before) and than creates the lods accordingly to _lod01, _lod02 and so on Maybe i can make a short video about that
@@MSFS-SDK-TUTORIALS i tried that,if i crate a collection than the exporter will create one xml , gtlf and bin file with that collection name but not the lod inside the collection . If i select the collection and the LOD's and export it than will add the lods and xml files for each lod's.
Hello, Federico! I'm trying to do this exact same thing at the moment; making some runway cones to appear from a greater distance. Do you have this big invisible box on all of the lod objects, or just on x00? And by the way, I'm having some trouble exporting and updating my project. Do you use version 0.40.0 of the blender2msfs plugin? Thanks again for your great tutorials! :)
Hy radioglyserin, you should have the giant box on every lod, yes! At the moment I'm on 0.41.4 for the msfs toolkit exporter, should be the latest I'm also experimenting with the upcoming Asobo's exporter, is gonna be great!
@@MSFS-SDK-TUTORIALS Ah, interesting! Maybe that is the reason why I'm having some major problems. The blender export seems to break my project with all sorts of strange issues. I will update to 0.41.4 and keep my fingers crossed! Looking forward to the Asobo exporter - hopefully it will be an even more seamless process to create stuff for this wonderful sim!
Ciao Marco grazie a te! Puoi tranquillamente togliere quello che vuoi (texture così come geometrie varie) mentre proseguì con i vari lods, addirittura nell'ultimo (quello meno definito) è opportuno elimanare tutti i materiali e usare il vertex color (non l'ho spiegato nel tutorial ma in Blender è abbastanza semplice da fare!)
@@MSFS-SDK-TUTORIALS quello delle id giusto? Ora sto impazzendo perché dal lod 1 non mi mostra le. Texture. Mi ricordo che c'era da salvare il ogni lod da solo, è possibile che abbia una vecchia versione Dell exporter. Comunque davvero bravo e continua coi i tutorial che sto letteralmente divorando
@@MrZiguli ciao Marco,anche con l'ultima versione di conviene esportare ogni lod separatamente, così come mostrato nel video. se.vuoi approfondire mi trovi su discord discord.gg/WK9QDPrq4R O su fb facebook.com/federico.pinotti.5
@@pys-dafo_intl For each lod, make a collection with object name followed by _LODx Something like FancyCone_LOD0 FancyCone_LOD1 FancyCone_LOD2 Wheb exporting using the Asobo Multiexporter, on the firt tab click Grouped by collection, press reload LODs and you are done 😊
@@pys-dafo_intl Lod values are a percentage of the screen There is really no " correct" value for them Anyways, for small objects you would want to use something around 30/50
I’m always amazed by how much you contribute to the MSFS developer community.
Thanks a lot, appreciated!
2 years later i come and thank you
Very useful tip!
Your tutorial series is so informative Federico! It's so helpful that it is all relevant to flight sim and blender. Really appreciate you taking the time to put these educational episodes together. I only wish we had more of this content years ago (when I first became interested in FSX), I'd probably be a pro! Different time and simulator though...
Thanks so much for your kind comment! Actually i'm not very skilled in Blender, i'm Just scratching the surfaces and trying to explain the tecnique i'm using (and Is pretty difficult task to do in a foreign language, especially for us spaghetti eater 😌)
Takes more time to edit the video to remove "ehmm" and trimming silece while thinking about the right word
Helpful as always. Thank you.
Hey Federico, you have made LODs very easy to understand. Another superb tutorial. Grazie.
Thanks Brian, i have only scratched the surface, correct lods Will become more and more important with next Sim updates, the more they Will push into the Sim, the Better the optimization should be!
Thanks
Grande Federico, ho scoperto per caso i tuoi video cercando info sul Wizard del nuovo SDK!
Grazie Sandro, spero siano utili!
Perfect tutorial. Thank you very much.
If you run in to problems with white textures from the second LOD step then first do one export using batch export LODs.
Then hide all but x01, go to export, untick Batch export LODs. Then select the LOD01-file and press export.
Then repeat the same thing for all LOD steps you got in your Blender file.
Now the textures should load after you build and reload the scenery.
Hello Frederico, first of all, thank you for your very detailed videos, which are a great help to me.
I work professionally with Rhino and have little experience with Blender. Even though I have learned a lot in the meantime, there is a problem with the LOD in FS2020, whereby the objects disappear earlier than expected. For testing I have created an invisible large cube and inside a small and a larger cube that are visible. In FS2020, the value of the invisible large cube is displayed during the analysis, which is correct. However, the 2 visible cubes disappear within different distances as if they were separate objects that are not connected to the invisible large cube.This would be the same as if I were building a house with different parts that all disappear at different distances according to their sizes. Since other third-party objects I use behave correctly, I think it must be a setting in Blender, or in the export.
Maybe you have a solution for the problem and can give me a tip. I would be very pleased. Thank you very much.
All the best, Ralf
Hi Ralf, look closely at 12.40 in the video
The big cube Is added in edit mode to the original mesh (cone), making your mesh bigger. It Is a single mesh, not two. Every mesh Is a node with its own drawcall in the rendering engine, and each mesh size Is computed. You goal Is to have single big mesh
@@MSFS-SDK-TUTORIALS Hallo Frederico, grazie mille per il vostro aiuto e per la risposta rapida.
Unfortunately, when I added the cube, I did not see that no new object was added in the list on the right. Then it was already clear what had happened. Since my marker should light up in the evening, my marker for the runway consists of several parts, because the white stripe has to have a different material. So I read up on the merge function in Blender. Now everything works as desired. It's great that you took the time to help.
Cordiali saluti Ralf
I'm only getting one .bin file in my output. What could be the cause?
Have you tried exporting LOD's with the new asobo exporter? Do you create an xml files for every LOD's package? Package=x00, x01, x02
Yeah sure all the time, works flawlessy
I do like this
Opening the old blend file with x00, x01, x02 etc collections, i simply rename them as myfancyobjectname_LOD0, myfancyobjectname_LOD01, myfancyobjectname _LOD02
Then in the export page, select group by collections, then reload lods (click this a few times)
Now only one .xml will be created with all your lods definition in It (you can set the lod minsize in the exporter itself)
@@MSFS-SDK-TUTORIALS thanks a lot, i will try that
For an existing project that has LOD works like you said, for a new project it generates for every LOD an .xml file. Is this how is going to be from now? I tried so many scenarios and not matter what i do is still going to generate separate. Xml files. If i tried to modify the .xml file to combine all in one i get an 1 failed message when building the project.
@@OltcitRoom uhm i can't follow you..in a new project Simply create the same setup you did with the old projects, lods grouping in one xml Is done per the name of the collection, the exporter search for same names (myfancyobjectname in the example before) and than creates the lods accordingly to _lod01, _lod02 and so on
Maybe i can make a short video about that
@@MSFS-SDK-TUTORIALS i tried that,if i crate a collection than the exporter will create one xml , gtlf and bin file with that collection name but not the lod inside the collection . If i select the collection and the LOD's and export it than will add the lods and xml files for each lod's.
Hello, Federico! I'm trying to do this exact same thing at the moment; making some runway cones to appear from a greater distance. Do you have this big invisible box on all of the lod objects, or just on x00? And by the way, I'm having some trouble exporting and updating my project. Do you use version 0.40.0 of the blender2msfs plugin? Thanks again for your great tutorials! :)
Hy radioglyserin, you should have the giant box on every lod, yes!
At the moment I'm on 0.41.4 for the msfs toolkit exporter, should be the latest
I'm also experimenting with the upcoming Asobo's exporter, is gonna be great!
@@MSFS-SDK-TUTORIALS Ah, interesting! Maybe that is the reason why I'm having some major problems. The blender export seems to break my project with all sorts of strange issues. I will update to 0.41.4 and keep my fingers crossed!
Looking forward to the Asobo exporter - hopefully it will be an even more seamless process to create stuff for this wonderful sim!
ciao federico e grazie per i tuoi tutorial, mi chiedevo, ma se si togliessero nrm e metal già dal LOD 01?
Ciao Marco grazie a te!
Puoi tranquillamente togliere quello che vuoi (texture così come geometrie varie) mentre proseguì con i vari lods, addirittura nell'ultimo (quello meno definito) è opportuno elimanare tutti i materiali e usare il vertex color (non l'ho spiegato nel tutorial ma in Blender è abbastanza semplice da fare!)
@@MSFS-SDK-TUTORIALS quello delle id giusto? Ora sto impazzendo perché dal lod 1 non mi mostra le. Texture. Mi ricordo che c'era da salvare il ogni lod da solo, è possibile che abbia una vecchia versione Dell exporter. Comunque davvero bravo e continua coi i tutorial che sto letteralmente divorando
@@MrZiguli ciao Marco,anche con l'ultima versione di conviene esportare ogni lod separatamente, così come mostrato nel video.
se.vuoi approfondire mi trovi su discord
discord.gg/WK9QDPrq4R
O su fb facebook.com/federico.pinotti.5
Very old, doesn't use the current SDK (v0,23,3).
@@pys-dafo_intl well this is expected from a 2 years old video 😅.are you looking for specific information may I help you?
With the current SDK snd Asobo exporter, what settings are required to properly set LODs.
@@pys-dafo_intl
For each lod, make a collection with object name followed by _LODx
Something like
FancyCone_LOD0
FancyCone_LOD1
FancyCone_LOD2
Wheb exporting using the Asobo Multiexporter, on the firt tab click Grouped by collection, press reload LODs and you are done 😊
@@MSFS-SDK-TUTORIALS On the LOD Values, should they be 100 - 0 or is it better to start at 10 - 0?
@@pys-dafo_intl Lod values are a percentage of the screen
There is really no " correct" value for them
Anyways, for small objects you would want to use something around 30/50