Texture problem in the last update

Texture problem in the last update

jose_antonio_mad
Not applicable
843 Views
4 Replies
Message 1 of 5

Texture problem in the last update

jose_antonio_mad
Not applicable

[ FlexSim 17.2.2 ]

I import my 3D model in FlexSim 17.4.1 without problem, but now, in the recent version (Flexsim 17.2.1 and 17.2.2 (today)) we lose the textures or they are very shining.

The 3D object are in a .obj file and the textures in .png.

Thank you in advance.

update1-completo.png

update2-completo.png

update2-edificio.png

Accepted solutions (1)
844 Views
4 Replies
Replies (4)
Message 2 of 5

philboboADSK
Autodesk
Autodesk

Please post the shape files so we can debug what changed.



Phil BoBo
Sr. Manager, Software Development
Message 3 of 5

jose_antonio_mad
Not applicable

Thank you for your help @phil.bobo.

As you can imagine, I can't send my complete model, so I create an example importing the shape in FlexSim 17.1.4 (Example_Update1) and FlexSim 17.2.2 (Example_Update1).

example.zip

I attach you the screenshots using both FlexSim versions.

image-flexsim-1714.png

image-flexsim-1722.png

Thank you.

Message 4 of 5

philboboADSK
Autodesk
Autodesk
Accepted solution

FlexSim 17.0 includes a bug fix to the shader that is described in the release notes:

  • Fixed a bug in the shader that dulled specular highlights with the diffuse texture. This may change how shapes look; they may appear shinier now.

This change caused the specular highlight to be applied on top of the diffuse texture rather than blended into it. In your case, the specular highlight is causing a bright white color that totally drowns out the texture below.

The shape you attached has a "shininess" value of 0, which means that the specular highlight is spread out over the entire surface rather than highlighting a small point. For example, light reflecting off of a wood surface (low shininess) vs a metal surface (high shininess). The specular color is also nearly white (0.9, 0.9, 0.9):

8939-shininess.png

The combination of those two values means that the surface is reflecting 90% of the light from all of the light sources in the model, spread out evenly over the entire shape.

If you change the shininess value to a more reasonable value, such as 50, then the surface will look shiny based on the angle of the camera relative to the direction of the light:

8940-shiny.png

You could also lower the specular color value if you want the surface to reflect less of the light sources' light. For example, change it from 0.9 to 0.5 or so.



Phil BoBo
Sr. Manager, Software Development
Message 5 of 5

jose_antonio_mad
Not applicable

Thank you so much for your help and your explanation @phil.bobo.