hairyspin
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Sadly though, node materials are not compatible with Blender2FSX, which basically means that for FS modelling, one would have to create two sets of materials: the first for export to the sim and the second for texture baking with node materials
As far as I can make out it's the same in Max: build and map a model, apply procedural materials and render to texture. Apply FSX materials to the model and use the textures generated by Max for these FSX materials. There are lots of other refinements possible but developers are understandably reluctant to give away their best methods!