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P3D v4 3DS Max using Prepar3D_PBR Material

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When using the Prepar3D_PBR material for mappings I want to be able to see my textures dull and not see the effects which is causing all the objects to look like chrome. How can i turn off the effect for viewing purposes?
 
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UPDATE:

I found the way our paint company painted our project and setup the material settings they do not turn on "Metallic Map Has Reflectance". This seems to make the texture in 3DS MAX look like the standard texture for visuals as it brings back the blue channel.
I will have to test to see the difference in the sim.

UPDATE: 6/1/2020

Does not make any difference in the sim since there is no blue channel. But it sure helps to have enabled in 3ds max so i can see the textures as they should look and not super chrome like.
 
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NEW INFO FOR P3D_PBR TEXTURES:

I also found that when using DDS or BMP for the sim textures you must convert the files using DXT5 and not DXT1 for the Metallic and the Normal textures. This is because these 2 types of textures actually have an alpha map. The Albedo can use the standard DXT_1 which saves on file size. If it was me making the textures i guess i would have known 2 of the three textures had an alpha channel.

This threw me for a loop because i was thinking like the old days where an alpha channel was for visibility window type of textures.o_O
 

Pyscen

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NEW INFO FOR P3D_PBR TEXTURES:

I also found that when using DDS or BMP for the sim textures you must convert the files using DXT5 and not DXT1 for the Metallic and the Normal textures. This is because these 2 types of textures actually have an alpha map. The Albedo can use the standard DXT_1 which saves on file size. If it was me making the textures i guess i would have known 2 of the three textures had an alpha channel.

This threw me for a loop because i was thinking like the old days where an alpha channel was for visibility window type of textures.o_O

I believe that has always been the case, but glad the "light" or channel showed you the way. ; )
 
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I believe that has always been the case, but glad the "light" or channel showed you the way. ; )

No before PBR days you just needed to export textures as DXT 1 which saves on file size. The quality will not be effected. DXT 5 was for textures with alpha which i already knew and these were textures that needed to have some visibility like glass. What info i was sharing is with PBR days 2 of the 3 textures even if no visibility glass the textures will always have an alpha channel. And that is what threw me off.
 

Pyscen

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Even before PBRs materials, DXT1 can have an alpha channel used as well, but used as a mask., both pure white and pure black (transparency).

But, I was referring that PBRs have always used DXT5, especially for the metallic map.
 
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Even before PBRs materials, DXT1 can have an alpha channel used as well, but used as a mask., both pure white and pure black (transparency).

But, I was referring that PBRs have always used DXT5, especially for the metallic map.

Yes i am aware that DXT 1 can have an alpha channel. This can be useful for making masks that hide specific areas and not others.
This post is about PBR and so i was having issues because of how i have a habit to assume i only need to use DXT 1 when not using alpha channels. And that had me stumped until the light did shine!:yikes:
 
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