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  1. C

    P3D v4 Making runway textures

    Okey, I will try. Thanks)
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    P3D v4 Making runway textures

    Hello everyone! How are you making runway textures? I tried one tiling texture for all runway. I am doing small airport, and there are a lot of cracks, potholes and etc. So if I made base tiling texture, now I have to make lots of planes with crack textures and etc. This method is really...
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    P3D v4 Rougness/Specular textures in MCX PBR material?

    Thank you, you helped me to achieve this result )
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    P3D v4 Rougness/Specular textures in MCX PBR material?

    Problem is solved!:D:D:D:eek: I saved textures in .dds format
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    P3D v4 Rougness/Specular textures in MCX PBR material?

    I saved texture in photoshop as .tif file with this settings: Then I imported them to MCX After that I saved textures in specific folderAnd result in simulator is in my previous post...
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    P3D v4 Rougness/Specular textures in MCX PBR material?

    I tried this .tif file. Here is result:( I also opened this new .tif file and alpha channel dissapeared after converting textures in MCX...
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    P3D v4 Rougness/Specular textures in MCX PBR material?

    Yes, I started new texture. I created 4096x4096 file. Then I added 3 layers with my textures. Then I opened Blending options and assigned each layer to channel I also created black layer for correct texture display. Then I added alphaI added inverted roughness to alpha Then I saved as png...
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    P3D v4 Rougness/Specular textures in MCX PBR material?

    Thank you very much! It would be very cool! I copied textures to all channels except alpha... Here is the result. Once I was able to copy the texture to the alpha channel, and I managed to save the result. But for some reason, the alpha channel was not saved in png, but the "save alpha channel"...
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    P3D v4 Rougness/Specular textures in MCX PBR material?

    Thank you for your reply! I tried it in quixel, but nothing changed... Then I went to photoshop and filled red, green and blue channels. Also I created Alpha channel. Sooo, how can I fill this channel with a texture?...
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    P3D v4 Rougness/Specular textures in MCX PBR material?

    Hello everyone! I am not an expert in PBR, so I've got some problems.. I exported textures form quixel mixer, metalness workflow. I selected Albedo, Metalness, Normal. Then I applied that textures to ground polygon and this is result in Prepar - surface is really ''wet''.. I think this is...
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    P3D v4 .dae ground poly file (from 3ds max) reading errors in MCX

    Here is the result I got for now. Needs some correction, but I think that it is already big progress)
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    P3D v4 .dae ground poly file (from 3ds max) reading errors in MCX

    Thanks for so detailed information!;) I will try this out ) I made some tests now and all is correct, ground polygon exists in sim! Thanks you very mush guys you helped me a lot!
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    P3D v4 .dae ground poly file (from 3ds max) reading errors in MCX

    Oh, thank you very much! I imported model to MDX, not to GPW. And model imported correctly! Then I exported it in .mdl and opened that new .mdl in GPW. It opened! Thanks!):D I will try to quick export this to Prepar and see the result
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    P3D v4 .dae ground poly file (from 3ds max) reading errors in MCX

    Okey, no problem:) Here is how model looks in 3ds max And this is assigned to this ground poly Prepar3dPBR material Now I open Ground Polygon wizard and select my exported model in .dae format. The model appears in the 3d view for only a fraction of a second and immediately disappears... Also...
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    P3D v4 .dae ground poly file (from 3ds max) reading errors in MCX

    Thanks for info about materials! But, what about dissapearing model in viewport?... I really dont know what the reason is, I tried many times in different formats...
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    P3D v4 .dae ground poly file (from 3ds max) reading errors in MCX

    Hello everyone! I have made a ground polygon in 3ds max in real scale (about 2000x1500 meters). I tried to export this to ground polygon wizard in MDX. When I select this model, it appears in the viewport just for a second and dissapears. Materials menu is empty, but there were assigned...
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