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PBR MSFS vs PBR P3Dv5

Messages
478
Hi all,

What would I have to change to make my MSFS PBR textures compatible with P3D PBR? Is it only the Composite image? Does the normal map need any work?

Kindly,

Blazer
 
Messages
23
Country
unitedkingdom
You will need to convert the normal map to FSX format and invert your roughness maps..or smoothness, same things just different, whatever it is.. needs inverting
 
Messages
478
Hi,

Thanks for your reply. For the normal map, that can be done with mdlconverterx' texture converter I believe, using the option "Convert normalmap to FS", am I correct?

As for the roughness/smoothness, got it. I already did convert originally from the smoothness exported from Materialize, so I'll use the original smoothness export.

The part I'm confused now is this from the sdk docs:

"These need to be packed in the following channels: R = Metallic, G = Occlusion (optional), B = Reflectance (optional), A = Smoothness. See also the Metallic Properties section."

I don't know what a reflectance map is, and since it's optional do I leave the layer all black?

Again, thanks kindly for your help
 

Pyscen

Resource contributor
Messages
2,994
Country
us-texas
Don't worry about the reflectance for P3D. It is for window reflection. Yes, leave it as black.
 
Messages
478
Don't worry about the reflectance for P3D. It is for window reflection. Yes, leave it as black.

In FSX and earlier P3D versions before PBR I used specular maps for window reflections. Are specular maps also used with PBR or should I "paste" my specular map into the blue channel of the metallic composite?
 

Pyscen

Resource contributor
Messages
2,994
Country
us-texas
Specular maps are more like metallic maps than anything else
 
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