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PBR materials

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458
Can someone list the materials and their naming convention for PBR materials in P3DV4/5 and MCX? So if I downloaded a PBR texture with the following materials what would be the equivalent _names in MCX for assignment

  1. _ao
  2. _bump bump map (but what is the assignment in MCX?)
  3. _diff
  4. _disp
  5. _nor
  6. _rough
  7. _spec
 
Under MCX the default settings (which can be changed) are within the "Options -> Objectmodel settings"

2020-04-30 10_08_00-Window.png


The "_ao" is under the green channel of the metallic map "_metallic" or as above "c".
The "_bump" is "_normal" or "_nor"
the "_diff" is diffuse or base color.
The "_disp" is the displacement map, which is most likely a height map. Not used within FSX/P3D, except in creating the bump (normal) map and ao map.
The "_rough" is the (inverted form of) smoothness map, which is a part of the alpha channel of the metallic map or the alpha channel within the base color (diffuse)
The "_spec" is the specular map.
 
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The names you don't matter for the sim, it's only for your own convenience.
 
ah OK, so unlike the _LM suffix in the past for night there is no naming convention now for PBR materials. That's good!
 
Even for _LM textures the name is not required. I think it was FS2004 that had some automatic logic for this.
 
Yes of course. It's just that I noticed some developers using naming suffixes so was wondering. Must be for their sorting. Thanks.
 
Not that I'm aware of...

That is if what you are asking, "Does Fresnel work with PBRs?"

Though, I honestly haven't tried to. I don't believe it is an option when PBRs materials are used.
 
PBR materials don't have a fresnel map anymore indeed.
 
The fresnel is controlled internally within the sim. Which sim is this 4.5 or 5?
 
Just adding to this thread as I'm a numpty when it comes to PBR: Is it possible to import an airplane ( one of my own ) that was originally compiled with normal diffuse, bumps, speculars etc, and then convert each of these to PBR materials using MCX? If so, how is this wonderous sorcery achieved, in general terms? ( Not asking to be led by the hand, just a quick idea of the workflow. ) Reason I ask is that I tried it a few months back and all meshes converted to PBR just vanished from the model when viewed in the sim ( and in MCX afterward ). It's usually me doing things wrong so I thought I'd ask here to save some hair-pulling.
 
Basic workflow would be something like this:

Import model file into MCX - change the desired SDK used in the material editor (this will give you the PBR materials slots available and easier to find and see - if I remember correctly it's located on the upper right-hand side of the material editor). Place PBR materials within their respective slots - export for either v4.4 or v5. the v4.4 is only by name not what is pointed at within MCX's Options. This of course is assuming the PBR textures are all ready to go.
 
This of course is assuming the PBR textures are all ready to go.

Thanks Pyscen, that's pretty much what I did the first time around, but I wonder if this is where I went wrong - is there anything special about PBR textures? I've checked out other PBR textures in P3D and they're just DDS as normal but of course with differing names and relevant shading for the purpose of PBR. I wonder why my meshes vanish when compiling with MCX after applying all of this? Will keep digging - I'm seeing freeware updates that now include PBR and it really does work well for many materials, especially metallic surfaces.
 
Ah, okay, working things out now. Textures don't matter, it's the material itself that must be PBR ready, then the various new textures applied. Will give it a whirl today and see what happens.
 
@Pyscen I'm afraid that things weren't working out using MCX and PBR, so I decided it was high time to switch to Blender 2.8 instead so that I could PBR my master models instead, thanks to the wonderful @Vitus awesome Blender2FSX work. This one's heading straight for FS2020, no holding me back now :) Got to work out best settings though - it looks great in Blender but is mirror-reflective in P3D v5...

Tomcat_FS2020.png
 
Did you process the textures correctly? First and foremost, you need to invert the roughness map (alpha channel of the metallic) before you save the texture to the DDS format. Are you exporting for v5 or v4.4/4.5? v5 implemented an additional slot for the reflective map, I believe @MANOCHVARMA RAMAN and @Pyscen ran some experiments and might be able to help out with that.
 
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