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Hi all,
In an attempt to expand processes and get away from projected mesh issues (especially in the last couple SDK updates), I'm looking to use the built-in apron feature of the SDK to make some pavement areas. So far, I've only been able to import the base textures via custom materials, but I'm looking to import a full PBR material. Unfortunately, the SDK documentation is not very forthcoming on how to convert standard roughness, normal, height, etc maps to the COMP format MSFS needs. It mentions what channels make up what, but I'm not sure how to actually properly plug them in. I've read through the forum and although there are a lot of concepts and some success stories, I still have not had any luck having the sim read my COMP textures.
Could someone shine some light on how to successfully do this or perhaps an article or tutorial? I have photoshop and substance painter, but happy to use other software need be - WHATEVER IT TAKES!
Thanks in advance.
-PEACE FARM
In an attempt to expand processes and get away from projected mesh issues (especially in the last couple SDK updates), I'm looking to use the built-in apron feature of the SDK to make some pavement areas. So far, I've only been able to import the base textures via custom materials, but I'm looking to import a full PBR material. Unfortunately, the SDK documentation is not very forthcoming on how to convert standard roughness, normal, height, etc maps to the COMP format MSFS needs. It mentions what channels make up what, but I'm not sure how to actually properly plug them in. I've read through the forum and although there are a lot of concepts and some success stories, I still have not had any luck having the sim read my COMP textures.
Could someone shine some light on how to successfully do this or perhaps an article or tutorial? I have photoshop and substance painter, but happy to use other software need be - WHATEVER IT TAKES!

Thanks in advance.
-PEACE FARM