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I'm creating a static aircraft for airport scenery that is painted on polished aluminum skin. My problem is that while it looks correct in Blender, the model is either all metallic or all flat once imported to MSFS.
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It will.Will it behave the same?
{
"extras" : {
"msfs_normal_texture" : {},
"msfs_emissive_texture" : {},
"msfs_detail_normal_texture" : {},
"msfs_blend_mask_texture" : {},
"msfs_show_tint" : 1,
"msfs_show_sss_color" : 0,
"msfs_show_glass_parameters" : 0,
"msfs_show_decal_parameters" : 0,
"msfs_show_fresnel_parameters" : 0,
"msfs_show_parallax_parameters" : 0,
"msfs_show_geo_decal_parameters" : 0,
"msfs_show_albedo" : 1,
"msfs_show_metallic" : 1,
"msfs_show_normal" : 1,
"msfs_show_emissive" : 1,
"msfs_show_detail_albedo" : 1,
"msfs_show_detail_metallic" : 1,
"msfs_show_detail_normal" : 1,
"msfs_show_blend_mask" : 1,
"msfs_show_anisotropic_direction" : 0,
"msfs_show_clearcoat" : 0,
"msfs_show_behind_glass" : 0,
"msfs_show_blend_mode" : 1,
"msfs_show_draworder" : 1,
"msfs_show_no_cast_shadow" : 1,
"msfs_show_double_sided" : 1,
"msfs_show_responsive_aa" : 0,
"msfs_show_day_night_cycle" : 1,
"msfs_show_collision_material" : 1,
"msfs_show_road_material" : 1,
"msfs_show_ao_use_uv2" : 1,
"msfs_show_uv_clamp" : 1,
"msfs_show_alpha_cutoff" : 1,
"msfs_show_blend_threshold" : 1,
"msfs_base_color_texture" : {
"name" : "atm_cockpit_3_doors.png",
"type" : "Image"
},
"msfs_occlusion_metallic_roughness_texture" : {
"name" : "atm_cockpit_3_doors_m.png",
"type" : "Image"
},
"msfs_detail_color_texture" : {},
"msfs_detail_occlusion_metallic_roughness_texture" : {},
"msfs_material_type" : 1,
"msfs_base_color_factor" : [
1.0,
1.0,
1.0,
1.0
],
"msfs_emissive_factor" : [
0.0,
0.0,
0.0
],
"msfs_metallic_factor" : 1.0,
"msfs_roughness_factor" : 1.0
},
"name" : "atm_cockpit_3_doors",
"occlusionTexture" : {
"index" : 88
},
"pbrMetallicRoughness" : {
"baseColorTexture" : {
"index" : 89
},
"metallicRoughnessTexture" : {
"index" : 88
}
}
},