I feel I'm within spitting distance of something but not sure quite what!
Can anyone point out the mistakes I have made here?
Any help would be gratefully received.
This is most likely something to do with your packageSource itself. Just check, double- and triple check all those json/xml files to make sure that you set all those paths correctly. For my first package, I spent about two days until I found a stupid typo in one of the files........
I have 5 files and I have no idea where to put them on the nodes - Colour, displacement, metalness, normal, roughness.
The SDK is your friend - check out the sections on materials and textures for all the answers. In short:
Albedo is the base color of your material. This is an RGB map, or RGBA if you need transparency.
The metallic map combines metallic, roughness and ambient occlusion. So you need to use Photoshop, or Gimp, or Paint.net to generate this texture from the various maps that you have. You need to copy your AO map into the R-channel, the Roughness map goes into the G-channel and the metallic map copies into the B-channel.
The Normal map should be in the directX format and defines the normal vector for each pixel of your map. Oppose to FSX/P3D, you can plug a standard normal map directly into the normal slot of the Blender material.
Btw: don't use the nodes directly, instead use the material interface to fill up your textures. The node tree will automatically populated.
@Verticalsim and
@OzWookiee the glass material works fine for me. It is a bit tricky to get to work though - you really need to turn down your alpha value and play around with roughness and metallic values for the textures to get a good effect.
As for the windshield - I am not quite there yet with my own model, so I don't have any first hand experience with it. I think it might work already, since the blend mode should be set to "alpha blend" by default. But stay tuned until I can verify this.
Hi guys, anybody figure out the parallax effect? Does it work on the current build of the exporter? Thanks
Check out the textures in the material sample and find the ones for parallax to get an idea of how the textures are set up. Essentially, you provide a bunch of rooms in the texture and in the material settings let the sim know how many rooms there are. The values for the room size define how much % of each of your room pictures defines the back-wall. So if the back wall takes up 50% of both width and height, you set the value to 0.5. The corridor-parameter will remove the left and right walls of the room and instead stitch more rooms together.
We haven't had the time to implement a Blender shader graph for this yet, so in Blender, none of this will show up correctly. However, it should be working fine in the sim, provided your setup was correct.
Note that the porthole material uses a similar effect as parallax, but it's designed for aircraft windows.