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MSFS Blender - FS2020 Glass again again ....

Messages
35
Country
denmark
Still can't get my head around makin proper reflective glass in Blender. Normal see trough is okay but glass like the standard one used in FS2020 like this picture
I can't figure out to make in Blender. Anyone having a recipe to this ?

FS2020 Std Glass.png


Thanks
Claus
 

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canada
I had to separate out the glass as a separate object
I had to solidify the main structure so looking into it was not transparent.
I had to set the glass material blue color and make alpha 0.07 - So you could see thru the glass.

Sorry this is a blend file using ASOBO's exporter and Blender 3.3



DA40CGDFQ_2024.02.12_19h32m6s.png




DA40CGDFQ_2024.02.12_19h32m41s.png

DA40CGDFQ_2024.02.12_19h35m16s.png
 

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  • Glass test_ron.zip
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denmark
Hi Ron

Many thanks for taking your time to look at this !!! Very appreciated

Regards
Claus
 
Messages
237
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finland
Why would you have to separate the glass? I do not think it is necessary. Just make a material for the window faces. Set MSFS Standard type. Blend mode to Alpha blend. Tick Backface Culling and Show Backface. Base color to black (or some dark color blue, green if it should be tinted glass). Set Metallic value to 0.300 and Roughness to 0.03 for proper reflectivity. Play around with the Alpha value - 0.100 might be a suitable value. More roughness or higher Alpha gives a dirtier look to the windows.
 

=rk=

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Why would you have to separate the glass?
I have found that the Babylon exporter does not like multiple textures for a single node so in a case like a large building, or lets say a pilot mesh that was derived from combining separate helmet, figure, face and hand textures into one, resolution becomes a consideration. That said, the sim will support monstrous texture dimensions, so options remain. Aside from your otherwise excellent advice, I'd bump that glass metallic to .65, higher for anything mirrored. 👍
 

rhumbaflappy

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Why would you have to separate the glass? I do not think it is necessary. Just make a material for the window faces. Set MSFS Standard type. Blend mode to Alpha blend. Tick Backface Culling and Show Backface. Base color to black (or some dark color blue, green if it should be tinted glass). Set Metallic value to 0.300 and Roughness to 0.03 for proper reflectivity. Play around with the Alpha value - 0.100 might be a suitable value. More roughness or higher Alpha gives a dirtier look to the windows.
As WildLynxPilot writes, make a non-textured material and assign that to selected faces in Edit mode. Should work fine from Blender.
 
Messages
1,243
Country
canada
Why would you have to separate the glass? I do not think it is necessary. Just make a material for the window faces. Set MSFS Standard type. Blend mode to Alpha blend. Tick Backface Culling and Show Backface. Base color to black (or some dark color blue, green if it should be tinted glass). Set Metallic value to 0.300 and Roughness to 0.03 for proper reflectivity. Play around with the Alpha value - 0.100 might be a suitable value. More roughness or higher Alpha gives a dirtier look to the windows.
Don't have too as many pointed out. But thought it was easier to follow.

DA40CGDFQ_2024.02.13_17h15m33s.png
 
Last edited:

rhumbaflappy

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The MSFS Glass material is primarily used for aircraft or other SimObjects, as is Windshield material. Most of the SDK is geared towards aircraft creation regarding objects. It's probably best to stick to untextured Standard material for glass in scenery objects... unless you're using parallax.
 
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