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We cannot do custom Ramp lights then XDIt's not possible currently with the Blender exporter, hoping soon we'll receive it.![]()
Hope it gets added soon
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We cannot do custom Ramp lights then XDIt's not possible currently with the Blender exporter, hoping soon we'll receive it.![]()


No, as it is photogrammetry downloaded from Google Maps, I only have the texture. Can I generate them somehow?Have you tried creating an AO, Metalic, Roughness COMP texture and a normal map?


@lord_vulkan I would drop the exposure of the texture and lower saturation. Then try go based off that. This has to be manually done.No, as it is photogrammetry downloaded from Google Maps, I only have the texture. Can I generate them somehow?

I also need help on this. It's quite confusing since the SDK says it does not allow secondary UV. As per my basic understanding, there is also a porthole material that plays an important role here together with parallax material. Not sure. If anyone can helpGreetings to everyone.
I have been trying to get the Parallax material to work but have not been successful. Before I bang my head against the screen some more I wanted to make sure this material shader is functioning in the Blender plugin or perhaps it is still on the to-do list. If it is working, then I need some hand holding on this one. I think this material will revolutionize buildings in scenery.
The SDK doc says it uses the 2nd UV map (UV2). I added a second UV and even called it "UV2" but I do not get the desired effect.
EDIT: I imported the sample gLTF file from the SDK and the parralax sample does indeed have two UV maps.

The normals and metallic texture maps are optional. You should be able to export even only with albedo texture. There should be other error you are dealing. Better to post a screenshot of the error so people can help you better.Hi guys and gals.
I've imported my Sketchup models into Blender as Wavefront OBJ files. The textures and colours are all there and the model seems quite happy in blender.
In order to export it to MSFS (following the guide by DragoB) I expand the scene collection, highlight each colour or texture in the active material list, and in turn, enable MSFS Material Params. Foe each, I set the selection to MSFS standard. For colours, I click on Albedo colour and set the colour accordingly. For textures, I open the albedo file explorer and select the correct texture.
At this point I can only export the models to MSFS format without selecting "selected objects" and "custom properties" in the exporter options. However, in the Sim, the objects don't compile.
If I do select "selected objects" and "custom properties" as per the instructions, the model will not export.
It seems I have to also select a "normal" and "metallic" texture in order for the exporter to work and for the model to be compiled in the SIM.
However, when I do this, and the model is compiled, and I can select it and place it in the sim, it is untextured.
Is there a reason that I have to add a normal and metallic texture? (I've just been reselecting the same texture for all three - albedo, metallic and normal just to get it to export and compile) but it looks rubbish tbh. I'm just trying to understand if there's a way to export and compile the models with just the albedo texture selected.
Any advise or information would be great.
Thanks
Hello,
I have posted this already, but in wrong section, I think it should be in this topic...
I have problem with Blender to MSFS Exporter - it does not export textures.
My steps:
I have created object in Cinema4D, then exported it as obj and baked textures as single file, PNG.
Then I have imported obj into Blender and in MSFS exporter (msfs standard selection) set albedo texture as the baked texture I have baked from Cinema4D.
In exporter setting I set everything like in tutorial video (Path, Create XML, generate Guid, include object and same names for files) For textures I have set folder ../texture
But when I export object, it generates Bin, XML And obj files, but no textures folder at all...
When I manually add texture folder into object folder it doesn't work - object in MSFS is just white
The thing is I am not very familiar with Blender And I thing setting baked texture as albedo is just not enough - also in terminal tutorial video when he set albedo texture, model updated in Blender, but my stays as it was before...
Shader node should be set correctly (as screenshot below)
Please, could you help me? I have uploaded files of my "project" also with Blender file:

Will try later today, thanks.@lord_vulkan I would drop the exposure of the texture and lower saturation. Then try go based off that. This has to be manually done.

The normals and metallic texture maps are optional. You should be able to export even only with albedo texture. There should be other error you are dealing. Better to post a screenshot of the error so people can help you better.
The DDS textures and associated json files are created, but no bgl.Compiling BGL file from in-memory data to output file modelLib.BGL...
Error parsing XML: expected ' or "

the XML generated of the export has problems so you have errors when build. Look on the XML of one of the examples from SDK, copy its content and replace the content of the generated XML (make sure to copy first the generated GUID) from export and make sure to replace the GUID. It will fix your error in build. Atleast that's what I do while waiting for the patch.If I run the export again with the options below, the model is exported... However, when I try to compile this model, it fails with the error :-

the XML generated of the export has problems so you have errors when build. Look on the XML of one of the examples from SDK, copy its content and replace the content of the generated XML (make sure to copy first the generated GUID) from export and make sure to replace the GUID. It will fix your error in build. Atleast that's what I do while waiting for the patch.




Hi folks,
I was away for a couple of days to recharge my sanity. The good news is: it didn't work, so I'm just as nuts as before. What did I miss?
@xr219 In the screenshots above you show that you have "selected objects" selected in the export options, did you also select the correct objects in the scene for your export? Because if your selection was empty, then of course there's no geometry to export -> hence no .bin file.
I am currently working on the next update and I'd like to tackle the xml issue - from what I gather the xml version needs to be set to something higher than 1.0, is that the changes you perform, or is there something else?
<?xml version="1.0" ?>
<ModelInfo guid="{03e71caf-5a9b-48b8-ec50-7a34a6a94124}" version="1.0"/>
<?xml version="1.0" encoding="utf-8" ?>
<ModelInfo version="1.1" guid="{b5a61705-97ef-4cc3-a058-4eb7743564cf}">
</ModelInfo>

I have a freshly built simple model, when compiled shows texture folder, XML file, model gltf file and bin file, cant quite work out what happens next!
I would be very grateful for a little help.
