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MSFS Emission texture not emitting light?

AndyPaul

Resource contributor
Messages
36
Country
netherlands
So, I've created a street lamp as a test object in Blender, and exported the model with diffuse, metalness, normal and emission map. The model compiles okay and I can see it in MSFS. However, the lamp does not emit light where it should. So, I'm not quite sure if I need to add lights manually to the lamp in MSFS or if I'm doing anything else wrong here.
 
A couple of thoughts:
1. It should be an Albedo map, not Diffuse! Subtle, but important difference ;)
2. Does the emission texture light up at night, or has it no effect?
3. If you want a proper light, you'll need a combination of emissive texture + a light source. However, note that the light source is not implemented in the Blender tool yet, but I am working on this as we speak and it should be up soon.
 
I'm working in 3Ds Max and my night textures do not show up at all. I've tried for hours!
 
Check that they are included in the package. The packagebuilder is currently a bit of a hit and miss when it comes to updating existing packages. Sometimes it helps deleting the package and package_int folder and re-build it again, if the in-game packagebuilder doesn't work, use the external tool and vice-versa.
 
Check that they are included in the package. The packagebuilder is currently a bit of a hit and miss when it comes to updating existing packages. Sometimes it helps deleting the package and package_int folder and re-build it again, if the in-game packagebuilder doesn't work, use the external tool and vice-versa.
Yes, the night texture is present there along the albedo, normal and comp textures. I wonder if in needs a specific naming convention? I couldn't find that anywhere in the SDK.
Also do you check the Day/Night cycle in order to see night textures?
I tried changing the emissive color and that one works at night... But somehow my night textures don't get loaded instead. I also tried different textures sizes.
 
The texture name is irrelevant, as long as it is referenced properly in the uri section of the glTF file. I think there's some suggestions for a naming convention, but it's not binding and has no impact on the sim.
When the day/night cycle is turned on, the emissive texture is only visible at night.
 
The texture name is irrelevant, as long as it is referenced properly in the uri section of the glTF file. I think there's some suggestions for a naming convention, but it's not binding and has no impact on the sim.
When the day/night cycle is turned on, the emissive texture is only visible at night.
I see. I was just able to get one working properly. I removed the alpha channel on both the Albedo and Emissive textures. Then I changed the emissive color from black to something yellowish and changed its own alpha. It works! But I have to test on other objects and confirm this.
 
Well.... if your emissive map was black, then obviously it wouldn't emit anything. The alpha shouldn't have an effect though, it's strictly RGB if I remember correctly.
 
Checked as well and the emission texture is part of the package. It also shows at night only since I've activated Day/Night cycle. However, it still doesn't emit light. @Devinci Can you detail the steps you took to get it to work plz? Not sure I understand what you did regarding alpha etc. :)
 
Checked as well and the emission texture is part of the package. It also shows at night only since I've activated Day/Night cycle. However, it still doesn't emit light. @Devinci Can you detail the steps you took to get it to work plz? Not sure I understand what you did regarding alpha etc. :)
I guess it just randomly works. At first I thought because the texture I used had no alpha channel to it but now it's still works even with an alpha channel. I cannot pin point the reason it started working, I guess I had re-exported the textures and re-compiled the package a few times. Also I changed the emissive color a few times to see its effect in the sim. Full black only shows the night texture but anything lighter will add that color on top of the night texture.
 
Hi!
I'm also have this problem.
If we use the normal map in the material, then emissive map is not displayed in the simulator. If we remove normal map, then emissive appears and we are have night texture.
Error in the compiler?
However, what do we want from the beta version )))))
 
My trick to get the night texture to work was to save the light (emission) texture as PNG (check display channel so it is black on the non emitting surface, I use 8-bit PNG as it was ok)
Disconnect the albedo - base color
export... test night scenery.. night texture work?
then connect the albedo texture to the base color
20200907_225401.gif

Its the tower :)
 
My trick to get the night texture to work was to save the light (emission) texture as PNG (check display channel so it is black on the non emitting surface, I use 8-bit PNG as it was ok)
Disconnect the albedo - base color
export... test night scenery.. night texture work?
then connect the albedo texture to the base color
View attachment 61684
Its the tower :)

Hi my friend. My fried up mind is cutting off. What would be "disconnect the albedo base color", and "connecting the albedo to the base color" be?
 
Sorry, I read before and refer to blender.
Also check FS material textures are set to the same as the emission texture.
20200908_000302.jpg
 

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Also load up the project again as I have seen som weird updates without loading the project again. Unstable is key problem.
I did replicate the night texture problem with two projects and the above worked on both to get night texture to show. Could be a weird coincidence, but hey, 2 days of testing from my side gave fruit
 
Hi guys,
I am currently preparing a new version of the Blender2MSFS toolkit. There was an issue with emissive textures in the original Khronos Exporter, which I am building on. The issue is that whenever you attach something to the emissive node of your BSDF, the exporter will write [1,1,1] as an emissiveFactor, thus overwriting whatever you set as your emissive color. This comes to play when using the emissive map dynamically and this might been the cause for some of the problems you are having.
If nothing pops up with the test version, I'll upload it sometimes later today and hopefully the mods will be quick to approve the change.
 
I'm having trouble with emissive textures not working, I had everything else stable with metallic and metallic detail, but as soon as I out in my emissive and switched on day night cycle, it's not emitting light at night

Should the emissive factor be greater than 0,0,0?

Code:
{
    "asset" : {
        "extensions" : {
            "ASOBO_normal_map_convention" : {
                "tangent_space_convention" : "DirectX"
            }
        },
        "generator" : "Extended Khronos glTF Blender I/O v1.0.0",
        "version" : "2.0"
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        "ASOBO_material_day_night_switch",
        "ASOBO_material_detail_map"
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        {
            "name" : "Scene",
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        {
            "mesh" : 1,
            "name" : "Concrete"
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        {
            "mesh" : 2,
            "name" : "Roof and Doors"
        },
        {
            "mesh" : 3,
            "name" : "Windows"
        },
        {
            "children" : [
                0,
                1,
                2,
                3
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            "name" : "Building"
        }
    ],
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                0
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                "index" : 0,
                "texCoord" : 0
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                        "index" : 1,
                        "texCoord" : 0
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                    "UVScale" : 1,
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                        0.0
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                "texCoord" : 0
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            "pbrMetallicRoughness" : {
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                    "index" : 4,
                    "texCoord" : 0
                },
                "metallicFactor" : 0,
                "roughnessFactor" : 0.5
            }
        },
        {
            "emissiveFactor" : [
                0,
                0,
                0
            ],
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            "extensions" : {
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                        "texCoord" : 0
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                    "UVScale" : 1,
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                        0.0
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            },
            "name" : "Material_3.002",
            "occlusionTexture" : {
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                "texCoord" : 0
            },
            "pbrMetallicRoughness" : {
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                    "texCoord" : 0
                },
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                    "texCoord" : 0
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            }
        }
    ],
    "meshes" : [
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    "textures" : [
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        {
            "source" : 8
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        {
            "source" : 9
        },
        {
            "source" : 10
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    ],
    "images" : [
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            "mimeType" : "image/png",
            "name" : "AMP and Portico Night",
            "uri" : "AMP and Portico Night.png"
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        {
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        {
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            "uri" : "AMP and Portico.png"
        },
        {
            "mimeType" : "image/png",
            "name" : "Concrete",
            "uri" : "Concrete.png"
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        {
            "mimeType" : "image/png",
            "name" : "Roof and Doors Metal Detail",
            "uri" : "Roof and Doors Metal Detail.png"
        },
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            "mimeType" : "image/png",
            "name" : "Roof and Doors Metal",
            "uri" : "Roof and Doors Metal.png"
        },
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            "name" : "Roof and Doors",
            "uri" : "Roof and Doors.png"
        },
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            "uri" : "Windows_Metal_Details.png"
        },
        {
            "mimeType" : "image/png",
            "name" : "Windows_Metal",
            "uri" : "Windows_Metal.png"
        },
        {
            "mimeType" : "image/png",
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            "uri" : "Windows.png"
        }
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[EDIT] I tweaked the:

{
"emissiveFactor" : [
0,
0,
0
],

to be:

{
"emissiveFactor" : [
1,
1,
1
],

I was able to save the .gltf file out while still having the sim open and the changes updated on the fly!
 
Okay I figured out emmisive textures. for example, Make your black screen with the white or yellow squares representing windows, i even covered those with a black tinnt to keep it toned down. in the emmisve texture, the windows are almost invisible.. Rememebr it is your albedo pictured covered up (same scale). Where where ever white shows it will glow in game.. In the ms tools, select and link your albedo, two steps down select your emmisvie. nOw go to the shader and look for the emmiisve node and back track to the little box "emmisive tint". Move that verticle slider on the right of the box up to about a1/6 of the way up no more. that will be bright as hell.. Check day night cycle of course and build model. remeber the ../texture/ stuff. Use the sdk tool to build the file. Open the game and if the model is already there it should glow when you slide to night. I have struggled with this and tuns out if someone had just mentioned tweaking that slider, it would have saved me.... well hours to be sure. attached is a photo of an airport i have built. the slider is up 1/6 and the windows in the emmisive are very very dark. The first time i did not darken them the lights were blazing! Trust me, if you think they are dark enough... they are not lol.
kedu wet04.png
 
def_cube_no_emission.png


Default Cube Emissive Adventures.
Found this old topic in search of troubleshooting.
Blender MSFS toolkit, latest SDK, dozens of different export options, couple of days. Emissive texture not working at all.
I think there is some kind of stupid newbie problem, but i cant resolve this. I try literally everything include "emissive tint" from post above (and of course "days/night" checkbox and different textures ).
Maybe some of you guys help with basic typical workflow: def cube with albedo and emissive textures in MSFS. Please!
 
maybe you can share your blend file,
in the meanwhile, make sure you have the emissive multplier set to a convenient value
 

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