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MSFS Cant get Metal channel to present in MSFS

Messages
269
Hi,

I created some PBR texture with Materialize.
I converted the textures to 16bit PNG and added them as Metallic texture in ModelConverterX.

While in MSFS debug I cant see any metallic channel but AO and Rougness do work.
Lets take this hangar model. It has some default Asobo models in it:
1661593836037.png


This is how it looks in metallic debug, all black but Asobo's modles metal is present:
1661593882278.png


Rougness debug for example:
1661593935092.png



The original texture file and the compiled DDS files both includes all RGB channels visble.
I also created .FLAGS with HIGHQUALITY argument to make sure DDS comprason doesn't destroy the file but to no avail.

Any ideas?
 

Pyscen

Resource contributor
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Painted metal isn't considered metallic, besides that are you sure that is black and not just a dark gray?
 

=rk=

Resource contributor
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I'd strongly endorse you share your comp texture, or provide a channel view, like this.
default comp.jpg

Between my own efforts to develop a working system and what I've seen of others' attempts, I've learned we can create quite a variety of interpretation. Some variety does still work, but some versions have no actual effect on metallic/roughness/AO, whatsoever.
 
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Last edited:
Messages
269
Hi. Sorry for the late reply.
I'v attached here the png comp file.
 

Attachments

  • chimnirlargehangar_felix_vertical_iron_comp.png
    chimnirlargehangar_felix_vertical_iron_comp.png
    825.4 KB · Views: 25

Pyscen

Resource contributor
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This doesn't appear to be correct for a "png" COMP. It might contain 2 of the 3 maps: AO(R), and maybe, Roughness(G). I don't see the Metallic(B) at all. The normal map is not supposed to be a part of the COMP (unless it's in a ground poly map).

I can't confirm anything unless the COMP (.png) is uploaded here.
 
Last edited:
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939
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australia
Contrary to Pyscen I can see the blue channel just fine. It's values are from about 220 to 250 so very metallic. Roughness is around 112 so mid level roughness. I'd expect the texture to show up just fine. If it was painted metal I'd use a metallic around only 20 and roughness around 50 to provide the shininess. I'd only use such high metallic values for bare metal.

At this point I'd be starting to suspect the model is the issue and I'd want to see what the gltf says about the texture properties. Here's an example of how the Blender exporter writes the texture properties:

Code:
        {
            "emissiveFactor" : [
                1,
                1,
                1
            ],
            "emissiveTexture" : {
                "index" : 31
            },
            "extras" : {
                "msfs_normal_texture" : {},
                "msfs_emissive_texture" : {
                    "name" : "atm_panel_4_compass_LM.png",
                    "type" : "Image"
                },
                "msfs_detail_normal_texture" : {},
                "msfs_blend_mask_texture" : {},
                "msfs_show_tint" : 1,
                "msfs_show_sss_color" : 0,
                "msfs_show_glass_parameters" : 0,
                "msfs_show_decal_parameters" : 0,
                "msfs_show_fresnel_parameters" : 0,
                "msfs_show_parallax_parameters" : 0,
                "msfs_show_geo_decal_parameters" : 0,
                "msfs_show_albedo" : 1,
                "msfs_show_metallic" : 1,
                "msfs_show_normal" : 1,
                "msfs_show_emissive" : 1,
                "msfs_show_detail_albedo" : 1,
                "msfs_show_detail_metallic" : 1,
                "msfs_show_detail_normal" : 1,
                "msfs_show_blend_mask" : 1,
                "msfs_show_anisotropic_direction" : 0,
                "msfs_show_clearcoat" : 0,
                "msfs_show_behind_glass" : 0,
                "msfs_show_blend_mode" : 1,
                "msfs_show_draworder" : 1,
                "msfs_show_no_cast_shadow" : 1,
                "msfs_show_double_sided" : 1,
                "msfs_show_responsive_aa" : 0,
                "msfs_show_day_night_cycle" : 1,
                "msfs_show_collision_material" : 1,
                "msfs_show_road_material" : 1,
                "msfs_show_ao_use_uv2" : 1,
                "msfs_show_uv_clamp" : 1,
                "msfs_show_alpha_cutoff" : 1,
                "msfs_show_blend_threshold" : 1,
                "msfs_color_emissive_mix" : [
                    1.0,
                    1.0,
                    1.0
                ],
                "msfs_color_alpha_mix" : 1.0,
                "msfs_detail_color_texture" : {},
                "msfs_detail_occlusion_metallic_roughness_texture" : {},
                "msfs_base_color_texture" : {
                    "name" : "atm_panel_4_compass.png",
                    "type" : "Image"
                },
                "msfs_occlusion_metallic_roughness_texture" : {
                    "name" : "atm_panel_4_compass_m.png",
                    "type" : "Image"
                },
                "msfs_emissive_factor" : [
                    1.0,
                    1.0,
                    1.0
                ],
                "msfs_material_type" : 1,
                "msfs_base_color_factor" : [
                    1.0,
                    1.0,
                    1.0,
                    1.0
                ],
                "msfs_metallic_factor" : 1.0,
                "msfs_roughness_factor" : 1.0
            },
            "name" : "atm_panel_4_compass",
            "occlusionTexture" : {
                "index" : 32
            },
            "pbrMetallicRoughness" : {
                "baseColorTexture" : {
                    "index" : 33
                },
                "metallicRoughnessTexture" : {
                    "index" : 32
                }
            }
        },
 

rhumbaflappy

Administrator
Staff member
Resource contributor
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5,351
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I don't know if this is a problem, but your texture is a 48-bit png, with 16 bits per channel (RBG). The default textures for COMP are 8 bits per channel (either 24 or 32 bit depending on whether an alpha channel is present, RGB or RGBA).
 

=rk=

Resource contributor
Messages
3,685
Country
us-washington
Here is the channel view of the metallic attribute and I agree with Anthony that it is adequately metallic. Some clarity is needed to proceed, imo.

metal.jpg


Hi,

I created some PBR texture with Materialize.
I converted the textures to 16bit PNG and added them as Metallic texture in ModelConverterX.

While in MSFS debug I cant see any metallic channel but AO and Rougness do work.
Lets take this hangar model. It has some default Asobo models in it:
You comment that you used Materialize and MCX to create this model. Then, Anthony made an excellent guess - about your 3d software:
Here's an example of how the Blender exporter writes the texture properties:

At this point (for me), it seems wise to confirm that you are using the correct Blender exporter, with the correct version of Blender, because the images look an awful lot like those from the incorrect application of those two softwares. I've never had to activate a blue channel, or check bit parity to see a preview in MCX, so just saying.

If that is indeed the case, it will affirm how remarkable a conversation starter these two competing exporters have become.
 
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