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PBR materials shinning alot.

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48
Country
bahrain
My textures are giving a lot of shine in the sim. Can anyone suggest on how to stop this extra shine on the wall material.?
1708642688309.png
 
Your textures are images of Blender panels? Well if that's the case, I can tell you you have no comp texture. I don't use Blender and whatever it is configured for is not the composition of your textures. In fact, it appears you have made setting changes that are controlled by the comp texture. The SDK instructs we are to use one or the other and that material comp overrides set material values, but I happen to know from experience that changing texture settings comp will change, not override, the material comp.

For tuning you want to set all comp numerical values to zero or one, one metal and one roughness is default. I set them to zero, because I'm kind of an absolutist. Once you have edited your comp texture to closely represent the scene you are developing, you can try adding metallic numeric values or roughness numeric values to see if it pulls the entire comp texture the way you want it to go. Also, dashes are problematic. I see one up there in the name of your texture and I would edit that to be an underscore, if for no other reason than to know it is one less possible issue.
 
Your textures are images of Blender panels? Well if that's the case, I can tell you you have no comp texture. I don't use Blender and whatever it is configured for is not the composition of your textures. In fact, it appears you have made setting changes that are controlled by the comp texture. The SDK instructs we are to use one or the other and that material comp overrides set material values, but I happen to know from experience that changing texture settings comp will change, not override, the material comp.

For tuning you want to set all comp numerical values to zero or one, one metal and one roughness is default. I set them to zero, because I'm kind of an absolutist. Once you have edited your comp texture to closely represent the scene you are developing, you can try adding metallic numeric values or roughness numeric values to see if it pulls the entire comp texture the way you want it to go. Also, dashes are problematic. I see one up there in the name of your texture and I would edit that to be an underscore, if for no other reason than to know it is one less possible issue.
Thanks alot, will give it a try renaming with building up a comp texture. Will let you know if it worked.
 
Well all you provide is screen images, how is one to know what you've done? Maybe outline an area that is incorrect in the albedo and comp so we know what we're looking at, no need for the whole model.
 
IS your comp texture made according to the sdk? Red channel=Ambient Occlusion, Green channel=Roughness and Blue channel=Metalness. They must be done correctly to work. Too much shininess is mainly caused by too low roughness (too dark) or to strong metalness (too light). You have a file with the word Roughness in the Occlusion-Roughness-Metallic. I believe it is just a greyscale roughness version of the texture, not a comp file...
 
Well all you provide is screen images, how is one to know what you've done? Maybe outline an area that is incorrect in the albedo and comp so we know what we're looking at, no need for the whole model.
I think we can clearly see on the picture that the roof and the plaster walls are very shiny and reflective. At least the plaster shouldn't be... He's probably using a plain roughness file in place of a proper comp file...
 
Okay I think I get what you guys meant. RGB has to be a comp texture. Will try baking that again, as when I had no (ao) map file (since I dunno how to create one ao map) I selected the roughness map into that rgb texture.


1708719192019.png
 
I think we can clearly see on the picture that the roof and the plaster walls are very shiny and reflective. At least the plaster shouldn't be... He's probably using a plain roughness file in place of a proper comp file...
It is actually easier to screenshot a comp texture, than it is to load it up in the sim and show another "example." I've seen it where an improperly created normal texture did the exact same thing and if we had the actual comp, we'd know pretty quick. Anyway I'm just too lazy and I've seen enough that I'd prefer not to guess, you got this. 👍
 
Hellow Gents, to all who replied.
I have fixed the issue finally.
The RGB channel had either a roughness file or not COMP texture to create that shine. Had to bake the texture and get it sorted.
Once again thanks for the advice.
 
Nice. If you are doing more texturing work and want to use PBR materials, then I recommend an excellent piece of software called Shadermap (https://shadermap.com/home/). I have a template for the MSFS style PBR materials, and can easily make a good set of PBR files from any texture image or photograph with just a few clicks. I use it a lot...
 
These tools might help converting downloaded textures for use as MSFS Standard Materials:
Tools to convert downloaded texture sets for MSFS
Good tools if you have the separate files to be converted and combined!

Shadermap is a little bit different as it can produce the comp and norm files directly from a single picture - that is what I use it a lot for (when having photos of airport buildings and such).
 
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