Category Archives: Modeling

What’s New in OBJects?

I finally finished up an update to the OBJ8 specification, as well as the forest specification – see here for the documents.  These specifications are mostly of interest only to developers who are working on scenery exporters. The OBJ specification … Continue reading

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Posted in Development, File Formats, Modeling, Scenery | 31 Comments

Making Specularity Work For You

This is a screenshot of Javier’s new version of the X-15 for X-Plane 10.  In this case I have hacked the rendering engine to show the specular channel* (the alpha channel) of Javier’s normal map as the texture of the … Continue reading

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Posted in Aircraft & Modeling, Modeling | 8 Comments

X-Plane vs. Blender Normal Maps

Propsman pointed this one out to me yesterday: apparently Blender tangent-space normal maps run from a value of Z=-1 (no blue) to Z=1 (100% blue). This is not how X-Plane normal maps work; our normals go from Z=0 (no blue) … Continue reading

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Posted in Development, Modeling | Tagged | 1 Comment

Using Glass Objects in Planes

X-Plane 9 allows you to categorize objects as being on the plane’s outside, inside, or glass. X-Plane depends on these flags being right for a few things: The draw order of the airplane is determined by the object types – … Continue reading

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Posted in Aircraft, Development, Modeling, News | Tagged , , | 4 Comments

Coping With Variable Rendering Options In X-Plane 10

X-Plane 10 will have rendering options for global illumination and global shadows. This leaves one question: what if the user has these features disabled? The plan for version 10 is this: the OBJ file format will have some extensions to … Continue reading

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Posted in Development, File Formats, Modeling, News, Scenery | Tagged , , , , | 3 Comments

Performance Tuning and Future Proofing

I wrote up some performance tuning notes for OBJs on the wiki. A few notes on how these rules will change with version 10: Everything on that note applies to version 10 too. If you’ve tuned your model for version … Continue reading

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Posted in Development, Modeling | Tagged , | 2 Comments

Use Every Pixel of Your Normal Maps

Normal maps are expensive. A 2048 x 2048 normal map takes 22 MB of VRAM! So make sure you get every bit of image quality you can out of it. Two things to consider: Normal maps are uncompressed (because texture … Continue reading

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Posted in Development, Modeling | Tagged , | 1 Comment

Revisiting Texture Compression

For quite a while now, I have been advocating in favor of DDS compression. I am pretty damned obstinate, but eventually if enough people yell at me, I get a clue. I have come to appreciate that there are some … Continue reading

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Posted in Aircraft, Development, File Formats, Modeling, News | Tagged , , , , | 3 Comments

More Global Illumination Video

I realized I have slightly better test shots of global illumination than the ones that got out a week ago. These are from only a day or two after the last shots. This is the Cirrus again, with landing lights … Continue reading

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Posted in Aircraft, Development, Modeling, News, Scenery | Tagged , , , | 17 Comments

X-Plane 10 and Global Illumination

Thanks to my foolish use of unprotected directories, we have basically announced that X-Plane 10 will feature global illumination. Here is some basic information on global illumination. What Is Global Illumination? Global illumination is the ability of any part of … Continue reading

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Posted in Aircraft, Development, File Formats, Modeling, News, Scenery | Tagged , , , , | 5 Comments