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The MSFS SDK documentation talks about using Photoshop radial blur. We who don't have 3ds Max probably don't have Photoshop either and would use GIMP.
But. For images that can be generated quite algorithmically, why not use Blender's shading nodes? (And then bake the result into an image texture that you actually use in the model you export to MSFS.)
The "graphical programming" of shading nodes in Blender is quite fun. Here is what came up with, and the resulting "slow" texture (as it shows up in Blender, not the actual texture image).
This is very much work in progress. (I need to tweak the parameters to make it less transparent, for instance.) Not sure whether I actually will do it this way. Just thought I would mention this idea in case it is useful to somebody.
But. For images that can be generated quite algorithmically, why not use Blender's shading nodes? (And then bake the result into an image texture that you actually use in the model you export to MSFS.)
The "graphical programming" of shading nodes in Blender is quite fun. Here is what came up with, and the resulting "slow" texture (as it shows up in Blender, not the actual texture image).
This is very much work in progress. (I need to tweak the parameters to make it less transparent, for instance.) Not sure whether I actually will do it this way. Just thought I would mention this idea in case it is useful to somebody.

