Search found 42 matches

by Kevin Cartrette
Fri Mar 02, 2018 7:15 pm
Forum: Miscellaneous
Topic: P3Dv4.2 VR Single Pass Rendering Mode Issue
Replies: 79
Views: 22415

Re: P3Dv4.2 VR Single Pass Rendering Mode Issue

Hey All, Thank you for all the information, we narrowed down the issue to an instancing problem with single pass rendering. We have corrected this issue inside internal builds. For the time being if you are experiencing to many issues with single pass use the stereo mode. We are still actively worki...
by Kevin Cartrette
Mon Jul 17, 2017 6:34 pm
Forum: Software Development Kit (SDK) Questions
Topic: Render Texture to PDK Object
Replies: 2
Views: 1516

Re: Render Texture to PDK Object

Hey mdchase,

Currently the primitive PDK draws do not support applying a texture, however we will consider this for a future enhancement to the system.

Thanks,
-Kevin.
by Kevin Cartrette
Wed Jun 28, 2017 3:26 pm
Forum: Scenery Development Questions
Topic: Material secondary UV channels
Replies: 2
Views: 1672

Re: Material secondary UV channels

Hey iBlueYonder, You can add a second UV channel inside 3Ds Max to any mesh to be used by any texture. The whole process takes place inside 3Ds max if you do not want to do material scripting. The easiest way to accomplish this inside 3Ds Max is to apply a Unwrap UVW modifier and go to Map Channel. ...
by Kevin Cartrette
Tue Jun 06, 2017 4:05 pm
Forum: Prepar3D Client Application Questions
Topic: Massive FPS drop with landing lighs
Replies: 16
Views: 5544

Re: Massive FPS drop with landing lighs

Hey Vince, Switching between AA types does not require a restart. Unfortunately, it sounds like with your combination of settings it isn't possible to maintain decent FPS due to the amount of per pixel work. Dynamic lighting per pixel is very expensive, the light count and size of light influence be...
by Kevin Cartrette
Mon Jun 05, 2017 8:29 pm
Forum: Software Development Kit (SDK) Questions
Topic: Dynamic lights SDK location
Replies: 2
Views: 2213

Re: Dynamic lights SDK location

Hey Both,

Dynamic lights inside Prepar3D are created through the special effect files and systems. We added a new tab to the VisualFX tool called light to make this process easier. The documentation for this is inside the Special Effect page inside the Learning Center.

Thanks,
-Kevin.
by Kevin Cartrette
Thu Jun 01, 2017 6:41 pm
Forum: Prepar3D Client Application Questions
Topic: Hello LM - Do you forget something in the Menu of V4 ?
Replies: 4
Views: 1855

Re: Hello LM - Do you forget something in the Menu of V4 ?

Hey All, We simplified the options for the shadow distances as Beau mentioned. We now handle calculating the actual distances based on checked options. We already were not fully respecting all the sliders distances if certain flags were selected in V3 since behind the scenes there are only two shado...
by Kevin Cartrette
Wed Feb 15, 2017 1:40 pm
Forum: Scenery Development Questions
Topic: new light parameters
Replies: 4
Views: 2679

Re: new light parameters

Hey Tonaz, These values are not documented because they have been depreciated. They were used for controlling attenuation of the light emitted by the effect, similar to older OpenGL and DirectX fixed function params. The attenuation is linear now without those params and is based on the size of the ...
by Kevin Cartrette
Tue Oct 18, 2016 1:25 pm
Forum: Prepar3D Client Application Questions
Topic: Issues with night lighting after 3.4
Replies: 18
Views: 5036

Re: Issues with night lighting after 3.4

Hey Chok, We tried to replicate the above screen shot in Dubai and were unable to get any lights to show up. We attempted loading at the location and flying in without any success inside the internal builds. What version of Dubai are you using? Have you been able to get into cases were they did not ...
by Kevin Cartrette
Fri Jun 10, 2016 12:37 pm
Forum: Scenery Development Questions
Topic: [RESOLVED] Materials with Alpha channel disappearing
Replies: 11
Views: 5195

Re: Materials with Alpha channel disappearing

Hey Lukasv, Thanks for the information, we were not seeing this issue with the z bias scenery airports we were testing with. You may want to make sure all the layers you want to sort do not have a 0 z bias. A z bias of 0 will not be considered to be sorted against your other layers, which maybe lead...
by Kevin Cartrette
Thu Jun 09, 2016 3:49 pm
Forum: Scenery Development Questions
Topic: [RESOLVED] Materials with Alpha channel disappearing
Replies: 11
Views: 5195

Re: Materials with Alpha channel disappearing

Hey Lukasv, The issue is likely stemming from the fact that you are using alpha blending, which currently isn't supported for the layering. There is a limitation for the layers to not have alpha. You may want to follow the SDK material settings for best results. We understand the limitation and will...
by Kevin Cartrette
Mon May 23, 2016 10:10 pm
Forum: Prepar3D Feature Requests
Topic: AI refresh when updating scenery library
Replies: 3
Views: 1603

Re: AI refresh when updating scenery library

Hey Regulate,

The first request/issue should be resolved in the next release, thank you for supporting Prepar3D and bringing this to our attention.

Thanks,
-Kevin.
by Kevin Cartrette
Thu Feb 11, 2016 6:18 pm
Forum: Software Development Kit (SDK) Questions
Topic: Cameras and texture plugins
Replies: 9
Views: 3347

Re: Cameras and texture plugins

Hello Naruto,

The SetFov function should be in degrees.

Thanks,
-Kevin.
by Kevin Cartrette
Tue Dec 29, 2015 10:33 pm
Forum: Software Development Kit (SDK) Questions
Topic: TrafficDatabaseBuilder - Dump Airport - P3Dv3
Replies: 3
Views: 2326

Re: TrafficDatabaseBuilder - Dump Airport - P3Dv3

Hey Ron,

Thank you for bringing this issue to our attention, this issue should be fixed in the next release.

Thanks,
-Kevin.
by Kevin Cartrette
Tue Dec 29, 2015 8:41 pm
Forum: Prepar3D Client Application Questions
Topic: [RESOLVED] Ground Spray
Replies: 7
Views: 2342

Re: Ground Spray

Hey Brain, Thank you for bringing this issue to our attention, we believe this should be resolved in the next release. It appears the effects that are spawning are spawning due to surface conditions being outdated. A possible work around in the meantime would be removing the fx_WetEngineWash and fx_...

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