• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

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No height maps?

There are no height or displacement maps in the MSFS material. Bumps and ridges can be simulated using the normal map though. You can, for instance, use the nvidia photoshop plugin to generate a normal map from a grayscale heightmap.
 
Yep, that's probably the better choice in this case. I took a portion of the money I saved by using Blender and invested it into Substance Painter - and booooooooooooy, is that program awesome! :cool:
 
Yep, that's probably the better choice in this case. I took a portion of the money I saved by using Blender and invested it into Substance Painter - and booooooooooooy, is that program awesome! :cool:
So you save the height map as normal map???
I’m curious about this, I’m a substance user too.
 
Check out this post:
I attached the export presets I use. It will automatically generate your normal maps out of the height map in substance.
 
Normal maps come with some limitations, compared to displacement maps. But You can get quite fancy with it:
1598798025770.png


I created the diamond structure as a height map in SP, and when it gets exported to a normal, this is the result.
 
Perfect! thank you everyone :))) when making a normal a height map the elevation isn't that big or am I doing something wrong?
 
You question is a bit wonky, I'm not quite sure what you're asking. So here's a more generic response to hopefully further your understanding:

A displacement map is generally used to displace a pixel of the texture. This is done in the shader of your engine by painting the pixel at a different position than where it would be if there wasn't a displacement map.

A normal map on the other hand contains vector information of each pixel on the map. This vector (x,y,z) reflects the normal of that point on the texture. Or in other words: it's describing the slope of that point in correlation to the actual geometry, but it is NOT moving the pixel anywhere else. However, the "slope" of each pixel determines how light gets reflected of that spot. That's why you can use normal maps to simulate bumps in the surface, but never proper holes with steep side.
 
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