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MSFS20 Substance Painter + Blender + Map ID issues

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30
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argentina
So...I created a ID Map to work out my Object in Substance Painter. Eveything went well...exported everything as i wanted..applied the textures in Blender using files that were exported by Substance Painter.

Now i went to the game itself...and even tho i see the texture working perfect. I still see the Map id Colors that i gave to each part of the object. So i'm probably missing something like deleting Map ID or anything like that.

Can't find anything on the internet.

What should i do ??

Object in the sim (Fs2020) with mat Id still applied

https://lensdump.com/i/02YDfM



Object in Blender and how should it look like in the sim

https://lensdump.com/i/02YupA


Fixed what happened above.
I'm not quite sure where Roughness.png should go.


In the other hand just to be sure:

I've the following files exported by Substance Painter using the preset right here.

A) Hangar_ID_TT_Color_01_Basecolor.png
B) Hangar_ID_TT_Color_01_METALLIC.png
C) Hangar_ID_TT_Color_01_NORMAL.png
D) Hangar_ID_TT_Color_01_ROUGHNESS.png



Blender-MSFS Params

A) Albedo
B)Metallic (Occlusion(R), Roughness(G), Metallic(B)
C) Normal
D) ???? (Emissive??) < - this one???

is that correct?
 
Last edited:
What exactly are you asking?;)

I'm trying to figure it out where should i put the files im getting from Painter ....roughness.png, height.png, metallic.png texture on the MSFS Exporter.

0AWoJe.png


0AWuek.png
 
You need to configure your texture export in accordance with the requirements of the sim.
The way to do that is literally in the screenshot you posted :D

The metallic map, or "composite" map, consists of the Ambient Occlusion map in the R-channel, roughness in the G-channel and Metallness in the B-channel. And if you just check a few threads below, you'll find a thread talking about the exact same topic - I even provided a ready-to-go Substance Painter Export preset for FS2020 ;)

 
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