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I think I am losing my mind. I am trying my hand at adding some PBR textures to some buildings and objects I am previously developed, but I am running into a brick wall. I am using photoshop the create the textures and I want to add some metallic elements and reflections. It looks like you can get some nice materials if you combine the two. The metallic seems to be fine using the red channel but I am having trouble with the alpha channel to get smoothness. I create the new channel in Photoshop (Alpha 1) on the same file as my red metallic data and paint with gray, black and white in this Alpha 1 channel (white = Smooth as I understand it). I save the psd file and and use the Blender2P3D/FSX tools to link the file as a metallic texture but it does not seem to read the data in the alpha channel.
Even if I export the model and open it with ModelconverterX (I have the latest 1.6 version) and manually link and convert the files to .dss the alpha channel of the .dss file looks completely different from the alpha in the .psd file.
I tried renaming the Photoshop channel to just Alpha and A and exporting the file as a tiff file but nothing works.
What am I missing to get blender to see the alpha data in the Photoshop .psd file. Any help will be much appreciated and I am drawing a blank with searching the internet on this topic.
Even if I export the model and open it with ModelconverterX (I have the latest 1.6 version) and manually link and convert the files to .dss the alpha channel of the .dss file looks completely different from the alpha in the .psd file.
I tried renaming the Photoshop channel to just Alpha and A and exporting the file as a tiff file but nothing works.
What am I missing to get blender to see the alpha data in the Photoshop .psd file. Any help will be much appreciated and I am drawing a blank with searching the internet on this topic.




