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MSFS20 Best method for creating reflectivity on windows

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unitedkingdom
Hi all,

I have created a block of flats and have useď photos to create a single albedo texture. I would like to make the windows reflect the light, i.e make them more shiny. What is the best method?

1 Make a mask of the albedo for specularity
2 Add planes in front of all of the windows with a separate glass texture (there are a lot of windows).

If No2 is better is it possible to make the textures see-through so that I can still see the albedo window glass, yet still shiny?

Also which is better performance-wise?

Thanks
Stinger

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I'd stick with #1. Since you've already got the albedo texture, exporting a mask from that into a pbr/comp texture is the easiest way

Sent fra min MAR-LX1A via Tapatalk
 
Oh well, that was a waste of time. It seems that the Bender2msfs exporter doesn't support the specularity slot. Or maybe it is msfs itself that doesn't support it because there is no specularity slot if you choose msfs materials in Blender. It looks fine in Blender but when I checked the texture folder after export there was no specularity texture in there and the model won't show up in the sim.

It appears that is a mattter of creating the window glass by adding a separate plane or by slicing the existing geometry for it.

Unless someone more experienced than me has a simpler solution....?

Cheers
Stinger



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Since you were mentioning albedo texture, I thought you were using PBR. aka you need to make a comp texture with the correct pbr channels (metal\ao\roughness). MSFS doesnt support diffuse\specular afaik.

Have a look how I did it in my last project:

Channels:
Red = AO
Green = Metallic
Blue = Roughness

Heliport.jpg

Heliport_met.jpg
 
Thanks for the example. It seems that I am going to need to banish my old FS2002 ways of texturing and get to grips with PBR. Time to search out some tutorials.

Can you recommend any that might be leaning towards flightsim work in particular?

Regards
Stinger

Sent from my SM-T813 using Tapatalk
 
Not sure of any specific ones. General PBR \ Substance tutorials will probably suffice though! The most important part is getting the export presets for substance that gives you the right channels for the PBR\ comp texture that fits flightsim.

Feel free to send me a PM with any specific questions :)


-- Finn
 
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