Recent content by Chrismot

  1. Chrismot

    MSFS2020 Blender to MSFS Exporter on day one?

    Hi @Vitus... A huge piece of good news that I wasn't expecting... so soon! The word "thank you" is far too weak to express my gratitude...! All modest developers like SwissMilSim, can only rejoice that members like you make our dreams come true... Thank you Otmar! You've done a fantastic job...!
  2. Chrismot

    Blender Blender2P3D/FSX

    I just thought it might save me some time...! :p;) But I understand the problem, and I think that your idea of creating a model beforehand, just to create the necessary textures, seems good to me...! Thank you for your great work @Vitus...!
  3. Chrismot

    Blender Blender2P3D/FSX

    Hi @Vitus, You're right, you're right. Impossible to export... : I went a little too fast!! So I think that to make a "bake", which seems to be more than useful in modeling, you have to go through another way, for example using only PBR texturing,... except for special cases. All this still...
  4. Chrismot

    Blender Blender2P3D/FSX

    I just found out this... : 1.- In the Shader Editor, I add a "Principled BSDF" shader to replace the "Specular" shader that comes standard when you select "Specular Mode" in P3D/FSX's Material Mode... 2.- I link my textures as on the image below, and I can now "bake" my texture without any...
  5. Chrismot

    Blender Blender2P3D/FSX

    Here's the screenshot..:
  6. Chrismot

    Blender Blender2P3D/FSX

    Hi Dave, To simplify things by understanding how to make the "bake" work, I have, for the moment, only one texture to bake in another one...: it becomes black...! And, my new texture node is selected in Shader Editor, and my new UV map is active...!
  7. Chrismot

    Blender Blender2P3D/FSX

    Hi everyone, I've been trying for several days now to bake several textures (Specular Material) into one texture, just to regroup my textures...! I've created a new texture used in a new texture node image, and created a new UV Map linked to this new texture... The problem is that...
  8. Chrismot

    Blender Blender2P3D/FSX

    Slightly bluish...! ;)
  9. Chrismot

    Blender Blender2P3D/FSX

    Salut Didier, That's totally correct! No typographical errors... Explanations: red channel : Whether the channel is all white or all black, there is no difference observed. I set it to white... green channel : I wanted maximum contrast, so I put all white... blue channel : I wanted maximum...
  10. Chrismot

    Blender Blender2P3D/FSX

    There you go...! After several hours of testing, here are my findings: red channel : I see no difference in reflection whether the channel is white (255, 255, 255) or black (0,0,0)...! green channel : contrast adjustment of the reflection - white = high contrast - black = little contrast blue...
  11. Chrismot

    Blender Blender2P3D/FSX

    With great pleasure! But I'm going to do some more tests, since I work with GIMP for the creation of the textures... And as soon as I get exactly what I want, I'll communicate my settings.
  12. Chrismot

    Blender Blender2P3D/FSX

    A huge thank you, Doug...! Now I'm clear on the BPR transparency, and my first tests show a quality of P3Dv5 reflection that I didn't know before...! Absolutely superb!
  13. Chrismot

    Blender Blender2P3D/FSX

    It would be good to understand both systems...! :p Thank you, Doug, for taking the time to enlighten me...!
  14. Chrismot

    Blender Blender2P3D/FSX

    Well...! I think my problem was that my alpha channel wasn't a greyscale...! I just changed my texture, and it's working. Now I'm missing the reflection! And I just read Doug, who writes that the reflection comes from the blue channel...? Is that right...?
  15. Chrismot

    Blender Blender2P3D/FSX

    Yes Bill... checked!
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