Do you have "alpha to coverage" checked? That's important when using masked.
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It would be good to understand both systems...!
Thank you, Doug, for taking the time to enlighten me...!
By treating the glass material as any other opaque PBR material, not masked or transparent, is working for me.
Using the albedo alpha for transparency (white=opaque black=clear) and the metallic alpha for reflection as required, with a mid grey texture this has given me a reasonable looking glass.
A huge thank you, Doug...!
Now I'm clear on the BPR transparency, and my first tests show a quality of P3Dv5 reflection that I didn't know before...! Absolutely superb!
With great pleasure!You are very welcome! If you would please share what you used (in terms of settings, and grayscale color codes. So it will help others.
If that is the case, then you shouldn't be using a roughness map at all. The specular workflow doesn't use a roughness map.
EDIT: If a roughness map was found though, it is possible to convert parts of to reflect ( no pun intended) meaning that if the roughness map is in layers (parts of it would need to inverted), it would be possible to create a specular map from it.
This is really trying to add back some of the older functionality of the tool and Blender without having to create a texture w/alpha. You used to be able to select color, specular color, specular intensity, and transparency level within Blender and the material values would export with the model. I found this to just be a simple way to play around with different parameters quickly without having to create specific textures with their alpha channels . Roughness is what is listed on Specular shader..Hardness was the parameter used before and seems to tie to the Specular Intensity Material Property.
I know there is a greater focus on PBR workflow but hopefully this can be added back to the Spec shader.
Make sure the AO has clicked (on) for Metallic and the Blue channel also. and the Smoothness is for Metallic also.
Unfortunately, We can't change Blender (such as the Roughness, Specular Intensity, and Transparency level parameters - This isn't the Toolset - It's Blender). Maybe, there is a shader node that is better suited for FSX/FSX: SE - will have to look.
The old Toolset didn't save or convert the textures, only the model(s). You are still able to paint textures within Blender (including transparency) and export them to a Photo Editor to be converted, etc.
Do you have an FSX model in blend file format That I can use while locating these parameters... sounds like that the parameters are changed/ missing (but not because of the Toolset).
One thing is curious with your example about four channels: all are white (255,255,255) ... normal or an typography error ? or I have understand nothing.