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MSFS20 Windsheild material - Detail scratch(R),Icing Mask(G),Fingerprints(B) Not implemented in the blender exporter?

With the MSFS Asobo Official Blender exporter finaly good Windshield icing effect!:D
 

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Hi,

Sorry to bring up this old discussion but I try to put these practices in operation on a windshield for a current project but without success.
I was working with Blender 2.83.16 and the plugin of Vitus 0.41.4 but my windshield appears as the one on post #5 (almost the entire windshield is "dark" as covered with mud).
UV are modified (=1).

This afternoon, I migrated to Blender 2.93 and the MSFSToolkit plugin from RonH v0.42.16 to affect the Frost/Icing/Dirt textures (these are those of the CAP10C I took back) but with the same result.
However, I have taken all the parameters indicated and redo this many times ... is there any other values to be modified .. in Material properties : Roughness scale, Metallic scale, etc.

Thanks.
 
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Hi,

Sorry to bring up this old discussion but I try to put these practices in operation on a windshield for a current project but without success.


Thanks.

ok Blender 2.9 - any chance to upgrade to 3.1 or 3.3? All these special features are not implemented in that older legacy "Vitus" exporter.
If you upgrade then you can use the ASOBO exporter with my updates for some bug fixes.

The Windshield material is a very complex material when you use the detail texture slots.

EDIT
Is alpha set to a very low number ? 0.02
 
The current SDK Asobo exporter with Blender 3.6 should work, and is recommended.
 
0.42.16 should work in Blender 3.2 (so should work in 2.9) - testing I get what I think is a correct gltf

"materials" : [
{
"alphaMode" : "BLEND",
"emissiveTexture" : {
"index" : 0
},
"extensions" : {
"ASOBO_material_windshield" : {
"rainDropScale" : 1,
"wiper1State" : 0,
"wiper2State" : 0,
"wiper3State" : 0,
"wiper4State" : 0
},
"ASOBO_material_detail_map" : {
"detailColorTexture" : {
"index" : 1
},
"detailNormalTexture" : {
"index" : 2
},
"UVScale" : 1,
"UVOffset" : [
0.0,
0.0
],
"blendTreshold" : 0.10000000149011612
}
},
"extras" : {
"ASOBO_material_code" : "Windshield"
},
"name" : "Material",
"pbrMetallicRoughness" : {
"baseColorFactor" : [
1,
1,
1,
0.019999999552965164
],
"baseColorTexture" : {
"index" : 3
},
"metallicFactor" : 0,
"roughnessFactor" : 0
}
}
],

DA40CGDFQ_2025.03.19_11h43m12s.png
 
Thank you for all your answers.

@RonH: Yes, it's possible.
I use several Blender (portable versions) in parallel : 2.83.19 - 2.93.9 - 3.3.18 to create aircrafts and two others versions 3.6.18 and 4.2 for PBR Painter tests (very interesting software to create PBR textures).
Last week, I have try to migrate my project from 2.83.19 to 3.6.18 but I had to face a lot of problems so I will see "this" after the project completion.

In the end with Blender 2.93.9 and the plugin of RonH 0.42.16, after several checks I found "gltf settings.00x" (in the table SHADING) that I fixed and a texture was mislabeled. So I managed to compile and get a satisfactory windshield (dirt were finally visible).
=> I will see the Alpha multiplier value ...

My Aeronca 7BCM :

2025-03-19_184344.jpg

Now I have to see how to change the sizes of these dirt (UV scale I suppose). I will use the tip of Margwan presented on the previous page

RonH, I will try another time to migrate this aircraft under Blender 3.x with your plugin which is very functionnal.
 
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yes the detail UV scale does this ithink for dirt fingerprints, and detail normal for the ice scaling.
 
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