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MSFS20 Roughness totally ignored in comp map

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150
Country
italy
Hello everyone!

This issue is totally weird.
I have some buildings which I exported and placed in my scenery 1 month and a half back.
They were working fine at the time, and I just left them there while I modeled other parts of the airport. Now, after 45 days I'm back in Dev mode and this has happened:

unknown-142.png

unknown-194.png


As you can see, those black "glasses" are opaque panes now. You say "is the comp map ok?". Yes. I triple checked it. It shows nice and reflecting in both Adobe 3D Painter (Substance) and Blender as seen here
unknown-119.png

This is blender

unknown-128.png

And this is Painter.

The export profile is right, and I would like to remind that the models were working and I never re-exported them again. They just suddenly stopped reading my comp maps.

As you can see from the PBR Roughness debug, a lot of models (look at the interiors and the models on the right, that were suppose to be more or less reflective now are now read as white (1.000 value) roughness.

unknown-113.png


unknown-67.png



Unfortunately I am on mobile and I can't post my comp maps, but they were totally fine.
This is what I tried:

- performed a clean all, deleted the models, re-exported and rebuilt.

- re-exported the maps from Painter and re-done the above.

Not tired of saying, and worth re-mentioning.
The models worked fine before, no export has been done since then.

Any ideas? This is the weirdest thing which is happening since I started modeling for MSFS!

It's getting my head really sore 😂
 
Ciao Cristian,
I had a problem like that some times ago

In Blender, in your shading workspace, make sure that the affected materials are connected to "gltf" (can't Remember the exact name, Is in a green box on top right of the nodes)

Sometimes, copying the object among seveval Blender files, the materials are somewhat corrupted poiting to gltf.001 gltf.002 etc

Some useful info


Hope that helps!



Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
Ciao Cristian,
I had a problem like that some times ago

In Blender, in your shading workspace, make sure that the affected materials are connected to "gltf" (can't Remember the exact name, Is in a green box on top right of the nodes)

Sometimes, copying the object among seveval Blender files, the materials are somewhat corrupted poiting to gltf.001 gltf.002 etc

Some useful info


Hope that helps!



Inviato dal mio Mi 9 Lite utilizzando Tapatalk
Ciao caro!

I'ma check the shader notes when I am home but, as far as I remember, only the Red Channel goes to the GLTF AO settings node. G and B channel should (and are by default) connected to the respective channels in the BSDF Shader then to the output, and I can say that's how my other models (the one which works) are by now...omg I get confused 😂
 
I forgot to mention that exporting a cube with the same settings and a reflective texture has the wanted results, so with the reflection working perfectly ,which is pretty weird since I can't get it to work in any way even re-exporting and re-building with the involved buildings
unknown-144.png
 
Ciao Cristian,
I had a problem like that some times ago

In Blender, in your shading workspace, make sure that the affected materials are connected to "gltf" (can't Remember the exact name, Is in a green box on top right of the nodes)

Sometimes, copying the object among seveval Blender files, the materials are somewhat corrupted poiting to gltf.001 gltf.002 etc

Some useful info


Hope that helps!



Inviato dal mio Mi 9 Lite utilizzando Tapatalk
Ohhh I now got what you mean! I'ma check that as soon as I get home! Hope you are right ❤️ thank you for the heads up!

P.s.
How do you know my name @mamu ?😂
 
Perché sono curioso e clicco sui profili

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
Ahahahaha xD
Damn you smartass! This was the issue I suppose! I'ma try to ri-export everything which has been affected and see if it solves the problem!
1625145979765.png
 
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