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MSFS20 COMP-textures and where to place them - Advice on workflow

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norway
Hello.

I am struggling a bit understanding the COMP-texture handling and workflow related to it.
I am downloading PBR-textures and importing the colored texture as the material texture in Sketchup. I do not alter the textures in any way.
I then process the textures within the material editor in MCX, and add the textures which fit the different description titles within the material editor: "Normal", "metallic" and "emissive". "Texture" is already assigned as "temp01" (or something like it).

At what stage do I add COMP-textures? Can I add them inside Sketchup, or should I replace the "temp01" within the MCX material editor with the COMP-texture?
 
The comp, and the rest of the textures, are the very last stage within MCX. There.is no way of placing them in SketchUp, especially the Comp.texture.
 
Hi Doug:

AFAIK, Sketchup currently does not provide a 'built-in' way to utilize PBR textures via a special GUI.

IIRC, there was a recent mention made of glTF support being added to the Sketchup default feature set, but I cannot confirm that yet.


Regardless, there has been a "PBR" plugin available for Sketchup for several years now, and it has been cited in the OP's threads elsewhere.

That plugin version 1.59x does not utilize the "COMP" method of implementing PBR, but does use 'standard' discrete PBR texture Materials.

The author of that Sketchup PBR plugin also provided a glTF export plugin (aka "extension"), and reportedly is working on a PBR 2.x plugin.


I always want to post-process my 3D models exported by Sketchup in MCX, so it may be helpful to better elucidate the MCX PBR workflow.

Can MCX "process" a glTF with discrete PBR texture Materials to output a 3D model as a glTF that uses "COMP" PBR texture Materials ? :scratchch

GaryGB
 
The comp, and the rest of the textures, are the very last stage within MCX. There.is no way of placing them in SketchUp, especially the Comp.texture.
Do you know where I should place comp-textures within MCX? Or is that also not possible? I have to use the designated texture types, ie. albedo, metallic, roughness and so on...?
 
The COMP goes within the metallic slot. Keep in mind, you will need to pack the AO, Roughness, and Metallic in their designated RGB channel.

AO goes in the red channel. The Roughness in the green channel and the Metallic in blue channel. I believe MCX can help you with this now.

If MCX doesn't combine them yet you can use either GIMP or photoshop.
 
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The COMP goes within the metallic slot. Keep in mind, you will need to pack the AO, Roughness, and Metallic in their designated RGB channel.

AO goes in the red channel. The Roughness in the green channel and the Metallic in blue channel. I believe MCX can help you with this now.

If MCX doesn't combine them yet you can use either GIMP or photoshop.
Thank you! I was familiar with how to make COMP-textures, but I've been wondering where to place them within MCX. Thanks for the clarification! :)
 
I'm not sure but my tool may help you.

 
I'm not sure but my tool may help you.

Thank you. I will check it out! :)
 
Many thanks to Walter for sharing his utility with us as a W.I.P. :)

I have not yet had time to test this, but hope to do so this weekend.

IIUC, this is a tool for static scenery objects, as MSFS SDK uses multiple methods to define / map PBR textures for 'different' object types.

https://docs.flightsimulator.com/html/Asset_Creation/Textures/Textures.htm?rhhlterm=comp


Arno stated MCX will (soon ?) process discrete PBR textures to create a "COMP" / "ORM" PBR texture via MSFS glTF source Channels.

https://www.fsdeveloper.com/forum/t...-files-can-be-used-for-pbr.459414/post-929476


But, does MCX also process a "COMP" / "ORM" PBR texture source Channel into discrete PBR textures internally if creating a MSFS glTF ?


IIRC, Sketchup supports PhotoShop *.PSD multiple layer image files for use as texture Materials.

Perhaps Sketchup can map PBR textures via Channels, but IIUC, we must depend on MCX to be able to sort that Channel / layer info out.


The Sketchup PBR plugin I cited elsewhere in your threads maps / writes discrete PBR textures when creating a Khronos 2.0 glTF.

We then have to export via MCX or the MSFS Blender plugin to convert the Khronos 2.0 glTF to a MSFS glTF targeting \Package Sources.


FYI: FS2Kx SDK Resample uses an *.INF file to define Channels and their purpose when making custom photo-real terrain textures.

Perhaps MCX can do something like this with a predefined Channel template for use in making / mapping texture Materials ? :idea:

GaryGB
 
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