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MSFS20 MCX What texture files can be used for PBR?

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norway
Hello. I consider myself a noob so please excuse my inquiry if it's an obvious answer. I just don't know how to properly search for my issue, so I'm trying my luck here.

I am currently working on a project where I want to add PBR textures to it, but I am a bit curious which files goes where.
I have multiple definitions; AO, normals, metallic, emission, roughness, height and so on. Are all of these types possible to import into MCX, or is MCX limited to a few? As far as I can see from the attached images I can only select textures relevant to the 4 listed texture "types".

Screenshot 2024-11-30 174711.png



Screenshot 2024-11-30 174945.png
 
For which simulator are you making the object? MSFS or P3D?

Typically you need an albedo texture, a normal texture and a combined texture with smoothness, metallic and AO. But which channel goes where depends on the sim?
 
Hi,

For MSFS you need to make a comp texture as explained in the SDK:


  • Red channel AO map
  • Green channel roughness map
  • Blue channel metallic map
You would have to make this texture in your graphics program at the moment. I'm working on a feature in MCX to let you merge different files into channels of a texture, but that will only be available in a week or so.
 
Hi,

For MSFS you need to make a comp texture as explained in the SDK:


  • Red channel AO map
  • Green channel roughness map
  • Blue channel metallic map
You would have to make this texture in your graphics program at the moment. I'm working on a feature in MCX to let you merge different files into channels of a texture, but that will only be available in a week or so.
So if I read correctly, making the comp-texture will be implemented into MCX itself? In that case; that would be wonderful! :) Thanks for your input
 
Yes, it's on the wishlist to be able to edit channels of a texture in MCX and I actually just started implementing it yesterday. So that will come soon.
 
Hi Arno:

When editing "Comp" channels, will they be adjustable via 'sliders' with detents, or a incrementing 'spin' control etc ? :scratchch

I shall be eagerly looking forward to seeing what you are able to implement for this much needed feature in MCX. :)

GaryGB
 
Not sure what you want to control with sliders. You can replace the channel in the texture by another channel from a file. I'm not planning to add graphics functions, manipulating the channel content is still done in your graphics editor.
 
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