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MSFS20 Albedo map issue

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spain
Hi!

I cant find a sulution to this issue I have got with some of my models, tried pretty much everything I can think of but no solution.

Exported all the maps out of Substance painter using this preset. Imported each map into each slot using MSFS standard material mode, everything rendering correctly in blender but in the sim my albedo is black. you can clearly see the normal and metal doing its stuff but no color.

Thanks!

1.png
2.png
 
Is there something I am missing out on my workflow? I bake my ambient occlusion map in blender and include it in the ambient occlusion slot in the mesh maps page in Substance painter and then I export all the maps using the preset, doesnt SP set the AO in the metal map for me? . Do I need to include the AO map somewhere else in blender? My AO is not looking black at all.

This is my metal map once exported from SP:
 

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What do all of the maps look like separately? Including the albedo map.
 
These are only screenshots, the actual files are 2048x2048 pngs
 

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You do have areas within your AO that appear to be solid black. Also within the albedo also.
 
I have to observe, that if this is for MSFS, as stated, then the content of the file titled "ao.png," must be placed into the red channel of the file titled "3.png," assuming that is your comp texture, in order to work and then be discarded. MSFS does not use separate occlusion maps. The remainder of your comp texture, your metal map, should have a green channel containing a greyscale image of the "roughness," such that smoothest areas are darkest and roughest are are brightest; plus a blue channel containing a greyscale image of "shininess," such that shiny areas are brightest and dullest areas are darkest.

Granted, your comp texture already appears to be composed that way, possibly, so I apologize for any redundancy, the presence of the ao texture is what "triggered" me. Also, most comp textures are kind of psychedelic from the contrasts. Below is an image of the default gauge aircraft SDK sample. You can see that only albedo, comp and normal textures are used.

default textures.png


If you could show images of the contents of each channel of texture "3," it would help.
 
Another thing I would suggest, is to have more room or space between the faces. This could cause problems as well, especially with the AO and Substance Painter.
 
Can you show how us how you have set up your textures in Blender?
Also the shading Tab?
Does your object export nice with the albedo only?
I would also give a try at re-create your materials, Once deleted, make sure to avoid unwanted reference in your Blender file (click in Blender file in outliner, than Images and delete every PNG)


b9fb8ba64d4fba1c18aa02320cfe5886.jpg


Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
Can you show how us how you have set up your textures in Blender?
Also the shading Tab?
Does your object export nice with the albedo only?
I would also give a try at re-create your materials, Once deleted, make sure to avoid unwanted reference in your Blender file (click in Blender file in outliner, than Images and delete every PNG)


b9fb8ba64d4fba1c18aa02320cfe5886.jpg


Inviato dal mio Mi 9 Lite utilizzando Tapatalk
I recreated the material and deleted the files under images, started all over again with a new material and still no luck in the sim. Also if I only use an albedo map, still black but with no clear normal or metal details, just plain black.

shd.png
 
So you have a faulty albedo, infact comp and normal looked ok by your first screenshot
Triple check that your albedo Is 2048*2048,
(Or whatever 1024*1024 or 4096*4096 or the Crazy 8k 8192*8192)

sometimes switching between software add / remove 1 pixel

Also check the compiled .dds Is ok too

And by the way, a full White ao map Is Better than a non perfect One

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
I agree. When in doubt, make occlusion white, on the basis that the render engine can use geometry to project perfectly adequate shadows, in most circumstances.
 
I recreated the material and deleted the files under images, started all over again with a new material and still no luck in the sim. Also if I only use an albedo map, still black but with no clear normal or metal details, just plain black.

View attachment 78012
My bad didn't see It the First Time,
You also have an emissive map set up with full white, toss It or enable the day/light switch!

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
So you have a faulty albedo, infact comp and normal looked ok by your first screenshot
Triple check that your albedo Is 2048*2048,
(Or whatever 1024*1024 or 4096*4096 or the Crazy 8k 8192*8192)

sometimes switching between software add / remove 1 pixel

Also check the compiled .dds Is ok too

And by the way, a full White ao map Is Better than a non perfect One

Inviato dal mio Mi 9 Lite utilizzando Tapatalk

All my final .dds are as powers of 2, the only map that doesnt load a preview and when I go into the properties panel of the file it shows like it has no dimensions is the final .dds normal map, i dont know if thats "standard".

Tried with a full white AO map into the red channel so my comp map looks like this and still black in sim.

Also ticked the day/night cycle.



ao2.png
 
Throw away your emissive map!

Edit:
I mean, you have a clear problem with the albedo, so start by removing everithing except the albedo
This Is how troubleshooting goes

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
Throw away your emissive map!

Edit:
I mean, you have a clear problem with the albedo, so start by removing everithing except the albedo
This Is how troubleshooting goes

Inviato dal mio Mi 9 Lite utilizzando Tapatalk

No change
 
I if I go into the options menu in dev mode, under rendering, PBR channel and select only the albedo srgb, my model starts to flash from red to black whilst the rest of the scene has got color.

Dont know if thats something that could give us a clue.
 

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