• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

MSFS 3DS Max 2020, Glass.

Messages
105
Country
ukraine
I've spent quite a lot of time trying to figure this yet I still can't. Has any of you guys been able to create proper glass in MFS through 3ds? Mine's either opaque, or has too much opacity(with just a tiny bit of transparency). Photos attached below. Official SDK has, let's say, a very subtle description on each of the values.

1599044639719.png
 
Copy the example from SDK by opening examples in 3DMAX, is in the SampleMaterials folder and work with it. You can also create your own conditions visibility, transparency and reflection on any materials PARALAX, Decal, Windshield etc.

The default material type.

Meshes with this type will be rendered in the deferred rendering pass (Alpha Mode = OPAQUE) or in the transparent pass (Alpha Mode = MASK or BLEND).

For example, here is a material option for devices with transparency and dynamic reflection properties.
2020-09-02_151059.png
 
Last edited:
Copy the example from SDK by opening examples in 3DMAX, is in the SampleMaterials folder and work with it. You can also create your own conditions visibility, transparency and reflection on any materials PARALAX, Decal, Windshield etc.

The default material type.

Meshes with this type will be rendered in the deferred rendering pass (Alpha Mode = OPAQUE) or in the transparent pass (Alpha Mode = MASK or BLEND).

For example, here is a material option for devices with transparency and dynamic reflection properties. View attachment 61463

That worked, many thanks!
 
Copy the example from SDK by opening examples in 3DMAX, is in the SampleMaterials folder and work with it. You can also create your own conditions visibility, transparency and reflection on any materials PARALAX, Decal, Windshield etc.

The default material type.

Meshes with this type will be rendered in the deferred rendering pass (Alpha Mode = OPAQUE) or in the transparent pass (Alpha Mode = MASK or BLEND).

For example, here is a material option for devices with transparency and dynamic reflection properties.

Have you tried parallax mapping by any chance? Sample material looks simple enough, but it just won't fit on my object properly, no matter what I do with the values.
 
I just fixed this myself by having my windows as a separate object then applying the glass material and settings to it. I don't know why I didn't think about that before.
 
Have you tried parallax mapping by any chance? Sample material looks simple enough, but it just won't fit on my object properly, no matter what I do with the values.
A friend of mine worked and studied the PARALLAX material and even learned how to create his own options for the environment and images inside a 3D picture. I will ask him to write here.

It's not difficult to figure it out, the main thing is to learn how to work with the settings of the applied material.
 
A friend of mine worked and studied the PARALLAX material and even learned how to create his own options for the environment and images inside a 3D picture. I will ask him to write here.

It's not difficult to figure it out, the main thing is to learn how to work with the settings of the applied material.
Many thanks for that, can't wait
 
I just fixed this myself by having my windows as a separate object then applying the glass material and settings to it. I don't know why I didn't think about that before.
What settings on the material do you use and what kind of textures do you use? I am still struglling with making decent window panes on my buildings in Blender. The panes are separate objects with the glass material applied and as albedo texture I use a transparent png. I have managed to make the windows transparent and reflective, but they either are very dark (like smoked glass) or almost opaque white. I have tried various settings and combinations rather systematically but can't just find a working combination. Have also tried with the samples in the sdk. Probably some silly mistake I make here....
 
What settings on the material do you use and what kind of textures do you use? I am still struglling with making decent window panes on my buildings in Blender. The panes are separate objects with the glass material applied and as albedo texture I use a transparent png. I have managed to make the windows transparent and reflective, but they either are very dark (like smoked glass) or almost opaque white. I have tried various settings and combinations rather systematically but can't just find a working combination. Have also tried with the samples in the sdk. Probably some silly mistake I make here....

Here are the settings from the sample material for 3ds max. NOTE: THERE ARE NO TEXTURES APPLIED AT ALL, you can have your glass textureless, if that's a word. (You can apply some though). Alpha transparency is set to 0.01.

Screenshot_1.jpg
 
Thanks! Now I tried that - your settings, no textures. Nope - the same result. Just don't work for me...

@Vitus - Has anybody been able to export working window glass using the Blender2MSFS plugin or is there something bugging here? I have been bashing my head against the wall with this now for three days... :rolleyes: Or du I have something totally wrong in my model or in my thinking...? o_O
 
Thanks! Now I tried that - your settings, no textures. Nope - the same result. Just don't work for me...

@Vitus - Has anybody been able to export working window glass using the Blender2MSFS plugin or is there something bugging here? I have been bashing my head against the wall with this now for three days... :rolleyes: Or du I have something totally wrong in my model or in my thinking...? o_O
It never worked for me with blender, that’s why I switched to 3ds
 
Hi all
Im having this issue with the glass type material where in low visibility weather they seem to stand out compared to other objects in the scene.
The bridge on the left has a texture image with glass material type and the right bridge has no texture but glass material type.

Is there a way around this?
Kind regards
FlightSimulator-04092020-004837.jpg
 
With Blender, the Opacity or the alpha channel should be assigned to the glass. If using PS it would be best to use tga instead of png also.
 
This is in regards to Photoshop. Photoshop doesn't consider png with alpha a valid format. Therefore, it is suggested that tga files be used.

Edit: This may only apply to early versions of Photoshop.
 
Last edited:
Back
Top