• 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.

MSFS20 Blender2MSFS breaking metallic texture output

Messages
1,119
Country
australia
There seems to be an issue with the Blender2MSFS (0.40) breaking the metallic texture output. The problem is, in the gltf file the texture definition should look like this:

Code:
            "name" : "w582_engine6_new",
            "normalTexture" : {
                "index" : 71,
                "texCoord" : 0
            },
            "occlusionTexture" : {
                "index" : 72,
                "texCoord" : 0
            },
            "pbrMetallicRoughness" : {
                "baseColorTexture" : {
                    "index" : 73,
                    "texCoord" : 0
                },
                "metallicRoughnessTexture" : {
                    "index" : 72,
                    "texCoord" : 0
                }
            }

But, when Blender2MSFS breaks the texture it looks like this:

Code:
            "name" : "w582_Exhaust_new",
            "normalTexture" : {
                "index" : 57,
                "scale" : 0.30000001192092896,
                "texCoord" : 0
            },
            "pbrMetallicRoughness" : {
                "baseColorTexture" : {
                    "index" : 58,
                    "texCoord" : 0
                },
                "metallicRoughnessTexture" : {
                    "index" : 59,
                    "texCoord" : 0
                }
            }

Notice how the "occlusionTexture" entry is missing in the broken texture definition. This causes the package compiler to skip the metallic texture completely and the texture is not converted and included in the package.

I don't know how to get the "occlusionTexture" entry back. The only thing I can do is create a new texture and remap the old texture to the new but this is causing problems as well as textures that I have not edited and used to work now don't work. They now have the missing "occlusionTexture" problem.

The only thing I can see that affects the "occlusionTexture" entry is in the Shading section there is a node called glTF Settings that takes the Red channel input into an input called Occlusion. There is various glTF Settings copies (glTF Settings.001 etc etc) but there seems to be no way to edit these.

Anyone have any ideas or experienced this issue as well?
 
A quick reply to my own problem. A possible solution is to go into shading and make sure that the Occlusion node is pointing to glTF Settings and not one of the copies. Do this by opening the browser and selecting the glTF Settings entry by mouse. This seems to fix the missing "occlusionTexture" entry. But I'm stuffed at the moment and can't be bothered reloading the model into the sim to check for sure. I'll check tomorrow to see if this solution works.
 
OK, so it seems like the issue was the glTF Settings node linking to copies of glTF Settings (glTF Settings.001 etc) instead of linking to glTF Settings. The copies are causing the exporter to not export the occlusion setting which causes the package compiler to skip the metallic textures completely.

I went through all my texture definitions and made sure they all linked to glTF Settings. I'm not sure but I think Blender was creating the copies of glTF Settings when it created a copy of a texture which it sometimes likes to do. For example, if you copy and paste a part from an earlier save because you accidentally deleted a part, Blender will make a copy of the texture name and that might be what is making a copy of the glTF Settings.

This is something I am going to have to keep an eye on to make sure Blender doesn't make any more glTF Settings copies.
gltfsettings.png
 
I have ran into other material issues with Blender2MSFS (see this for more). Where you able to solve the problem and have Blender export the data correctly?
 
I have ran into other material issues with Blender2MSFS (see this for more). Where you able to solve the problem and have Blender export the data correctly?
Yes, I was able to solve my problem. I went through each texture material and changed the glTF Settings to point glTF Settings and not gltTF Settings.001 or .002 etc. See the Yellow circled area in my previous post.
 
Back
Top