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MSFS20 MSFS Glass material (Blender)

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7
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finland
Hello! I have been trying to get some good reflections for glass objects for weeks now o_O But I haven't managed to do that..

How I can get reflections like in the default buildings. Is it glass material and what settings are used? Also, is PBR required?

This is what I'm looking for:

Screenshot (421).png
 
No texture are needed. Select MSFS Glass, then adjust the Alpha Multiplier to a very low value (close to 0.1) and then the Roughness value (under the Use Nodes header) also very low, 0-0.05. Metal, Specular etc. all 0. You will not see the result in Blender, so export and look in MSFS. Play around with those two settings (and maybe the color of the glass material if needed) to get wanted result.
 
Here is a simple box with two glass sides made in Blender with this method. In Blender and in MSFS. The Alpha Multiplier is set to 0.20 in this test example.
 

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No texture are needed. Select MSFS Glass, then adjust the Alpha Multiplier to a very low value (close to 0.1) and then the Roughness value (under the Use Nodes header) also very low, 0-0.05. Metal, Specular etc. all 0. You will not see the result in Blender, so export and look in MSFS. Play around with those two settings (and maybe the color of the glass material if needed) to get wanted result.
Thanks! But if I need to use a texture for the glass?
 
I haven't tried that out extensively yet, but from some experiments I made it seems that you just have to use a PNG or TGA file with transparency on the transparent parts and the non-transparent parts opaque. And then you have to change the alpha multiplier to 1.0. The transparency of the texture will make the glass transparent. Somebody may know better...
 
Thank you! Got the reflections working nicely with textures. Now I just have to figure out this weird thing ..

Screenshot (424).png
 
Yes! Its finally working! Thank you for your help! Changing the drawing order worked. The front face should have the biggest number and the face in the back should have the smallest. For example front face ''drawing order 2'' and back face ''drawing order 1''.
Screenshot (437).png
 
Hey!

Sorry to reopen the thread again but i have a few problems regarding glass materials.
First of all: What type of material do you use? Glass or standard with an alpha mode? In such case, which one?

Have you guys been able to recreate a standard material, with alpha mode and transparency + reflectant? I want some glass in my terminal, mainly reflecting but with a bit of refraction as well to see-throught it.

Thanks
 
Is the glass a seperate object. I can’t select a face of an object in edit mode and get at the msfs glass settings as it seems you did in the cube.
 
No, the same object but different material. Add the glass material, select it in the materials list and then select the wanted face and press Assign under the materials list.
 
Thanks for your reply. So to be clear, how do I 8nteract on a single fave in msfs tools glass properties and I am in an object that is msfs standard? I will tinker and see what you are talking about
 
Just want to says thanks for all the great help people are responding with in this forum it helps me a lot !!! Succeeded with my glass in the tower
 

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No texture are needed. Select MSFS Glass, then adjust the Alpha Multiplier to a very low value (close to 0.1) and then the Roughness value (under the Use Nodes header) also very low, 0-0.05. Metal, Specular etc. all 0. You will not see the result in Blender, so export and look in MSFS. Play around with those two settings (and maybe the color of the glass material if needed) to get wanted result.
May I ask regarding the Roughness value of the MSFS glass: Where exactly is that value? You write "under the use nodes header"... where is that? I can only see "roughness scale" in the "Material properties"... is that a different one?

Does anyone maybe have a screenshot of the material setup for a normal glass (MSFS glass)?

Kind regards,
Oliver
 
Just want to says thanks for all the great help people are responding with in this forum it helps me a lot !!! Succeeded with my glass in the tower
Very nice, like it!
Would you maybe share a screenshot of your material (MSFS Glass) settings? I'm trying to achieve something in the same direction...
Thank you
 
This is my settings
That's funny I was experimenting last night on one of my buildings and I came up with mostly the exact same settings :D

EDIT: However tonight I've gone and changed texture names and updated them and suddenly the glass has disappeared on the FS side, it has the reflection but not the transparency

EDIT 2: Thanks so much for mentioning not assigning a texture. I must have deleted the texture very late last night when I got it to work and somehow added it back today. Removed the Albedo texture and boom transparent glass. Now to test out the deformation setting :D

z_glassy.jpg
 
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Any suggestions on how to restore the visibility of the $pan gauges being rendered? I need those. Should I lower the exterior gauge glass quite a bit? That is one of the only things I changed on those were draw calls and it made the $pan renderings disappear, but oddly, the 'texture background' of that material for the $pans is showing. ?? Odd...

So far, I have had great results and now only have 1 flashing part, which might be caused by the inside plexi in the front being on top of the outer plexi. But.... I now have an issue where you cannot see the gauges being rendered inside the plane from outside, looking through the plexi.

There is glass over the gauges. They are MSFS glass, no material, draw order is 3
$pan material for instruments, under the gauge glass is draw call 1 or 0, and it has a texture
The exterior glass has a material and an Alpha on the material/texture. Draw order 36
The inside plexi has a material, Alpha, and is draw call 20. I changed it to 24, hoping to have a fix on the inside front windscreen which is flashing or blinking. Didnt help.

Screenshot 2021-01-27 151453.jpg


In the photo, you can see how the gauges are appearing. The front 'inside' plexi area is also blinking.

Many thanks for any idea's.
 
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