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I think I know how to help you at least with he pilot/cockpit reflection. I've spend a lot of time trying to figure out how to have reflective glass... MSFS Normal material is not very reflective. MSFS Glass material is reflective, but has this ugly pilot/cockpit reflection. You just need to remove the pilot/cockpit reflection by setting “Reflection Mask Factor” to 0 in Blender material settings. You have it on 1. Otherwise I think I set roughness to 0, sheen and specular to 1. But I think the glass is only reflective and looks like other MSFS has if it has no texture, nothing at all. You tint it with a pure color in Blender. I'm having a problem with parallax glass reflection - actually came here to post about it. I too don't have any reflections on surface Albedo glass texture. But it has to be used in Parallax material, so can't use MSFS glass material. But I think you can. I also tried nice glass texture with spots and imperfections, but it wasn't reflective enough, so I reverted to SMFS Glass, which has no imperfections or spots, but it's nicely reflective and looks much more as a proper glass.Hello everyone, I'm sorry if I'm missing out on something herre but I still have some problems with my glass material.
My goal is to get reflections.
First picture: Glass is transparent.
Secund picture: Reflections appear but only from a very sharp angle.
Third picture: There is this weird texture in my glass.
What do you use for texturing?I think I know how to help you at least with he pilot/cockpit reflection. I've spend a lot of time trying to figure out how to have reflective glass... MSFS Normal material is not very reflective. MSFS Glass material is reflective, but has this ugly pilot/cockpit reflection. You just need to remove the pilot/cockpit reflection by setting “Reflection Mask Factor” to 0 in Blender material settings. You have it on 1. Otherwise I think I set roughness to 0, sheen and specular to 1. But I think the glass is only reflective and looks like other MSFS has if it has no texture, nothing at all. You tint it with a pure color in Blender. I'm having a problem with parallax glass reflection - actually came here to post about it. I too don't have any reflections on surface Albedo glass texture. But it has to be used in Parallax material, so can't use MSFS glass material. But I think you can. I also tried nice glass texture with spots and imperfections, but it wasn't reflective enough, so I reverted to SMFS Glass, which has no imperfections or spots, but it's nicely reflective and looks much more as a proper glass.
I don't know exactly what you mean, but I just use blender with the toolkit and simply selected the msfs glass material.What do you use for texturing?
I use Substance. I spent weeks trying to find a good setup for glass, as i hated the Glass Material from msfs.
What i do i these steps:
-In SP, import your glass object, bake the maps as usual
-Then add an Opacity channel to the object
-1 Fill layer, on Color and Opacity, full black
-Tweak the opacity to get your desired transparency
-Then add one more fill layer, on Roughness and Opacity
- Here you can add grunges, smudges, dust, fingerprints, etc. Drop the desired grunge texture on the roughness scale.
Then back to Blender, i use the Standard MSFS material, usually leaving the Alpha Multiplier to one, since the transparency is already taken care of by SP. From now on, all transparency and roughness adjustment will have to be done in SP, and then exported back to Blender. I'll try to get screenshots later on.
Thank you!Of course you can use multiple texture per object
you can use a different material (with of course a different texture) for every different face of your object
And you can of course have multiple "object" on your scene in Blender, you won't have any problem exporting them in msfs via the msfstoolkit
But
Performance wise It should be better to have less textures...this Is where things gets interesting
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I use Blender with Blender2MSFS to load textures and create the material and export the object. However to create the textures I use Photoshop if I'm doing them myself, then load them into Quixel Mixer to get the ORM composite generated and Normal from Displacement, if there is no Normal that I can use.Do you use the msfs toolkit to make pbr textures or the one built in blender? I know that you can make pbr textures with the noedes in blender and that you can select files in the msfs material parameters. Is it the same?
Interesting!I've never managed to get the "Standard" material glass to be as nicely reflective in MSFS as MSFS glass. Smudges and grunge and all, it looked fake. MSFS glass has no texture, but looks much more like a glass.
Edit: I did manage to add some smudge texture to MSFS GLass - the trick is that when I used Albedo and ORM texture for roughness it didn't work for me and was too dark on the smallest Alpha settings of 0.1 and the lightest layer transparency in photoshop (1%). But if I just used Albedo with a very weak smudge texture that has just the right contrast and color - it works.
I texture right inside Blender, no baking. A few smartly done 2048x1024, and 1024x1024 textures (with wear along the top and bottom edges) per building would occupy less RAM than one 4K PBR texture, or at least no more, in the worst case. And no need to bake textures, and it's sharper than a single baked texture when up close.