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MSFS How to make a Material Editor Comp Texture?

Tried the following…but didnt work so far.

Already tried to do it as follows:

New 2048x2048 image created in photosho :

R Channel: Black
G Channel: Original G Channel from Normal Map.
B: Pasted Roughness Map
A: Create an Alpha Channel. And Pasted Original B Channel from Normal Map.

1603494263855.png

1603494321327.png


Albedo Texture:

1603494343123.png


What it says the SDK Documentation:

1603494365360.png
 
Tried the following…but didnt work so far.

Already tried to do it as follows:

New 2048x2048 image created in photosho :

R Channel: Black
G Channel: Original G Channel from Normal Map.
B: Pasted Roughness Map
A: Create an Alpha Channel. And Pasted Original B Channel from Normal Map.
I think the G channel should be the Normal Red channel.. R = X, G = Y, B = Z? Are you also trying 16bit .TGA? Think I remember seeing something about that.
 
any update on this - i also tried that step guide from the forum and nothing. No matter what I cant make my own normal or roughness comp for my image. So i frustrating. Only the default COMP in the sample works lol
 
Yes, I can confirm, no matter what I am doing, it just doesn't work. I started thinking something is just not right in the phrase by Asobo saying "Normal in GA (as XZ packed)". Apparently it doesn't mean that we just need to put normal's red to comp's green and normal's blue to comp's alpha. The reason for that is I checked the default comp textures and their green and alpha channels are very much alike each other whereas the channels produced by Substance Painter using this routine are completely different. There must be a different meaning to this "XZ packed" stuff.

A default COMP texture's green channel:

1609775395277.png


Same texture's Alpha channel:

1609775472394.png
 
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