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MSFS COMP Textures Export via Blender

Messages
179
Country
unitedstates
Hi all,

Where do we attach the COMP textures using the MSFS Blender export plugin? I've been doing things the traditional way of connecting Albedo, Metal, Normal maps in Blender, but now wanting to experiment with COMP maps (not sure why if everything is working fine) but it seems 90% of devs are using COMP maps so figure I'd give it a try and see if there is any advantage.

Furthermore, what do we do with out Normal textures .. ? I notice the COMP only caries AO, metal, roughness.

Thank!

-PEACE FARM
 
Messages
709
Country
italy
Wow you are doing that with shading Tab? You're a Hero!
Just kidding

Add msfs standard material, below the Albedo texture slot there's the comp slot (O.R.M, occlusion roughness metal)


And a Just below that slot you can find the right Place for your normal map!

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
Messages
87
Country
egypt
Hi all,

Where do we attach the COMP textures using the MSFS Blender export plugin? I've been doing things the traditional way of connecting Albedo, Metal, Normal maps in Blender, but now wanting to experiment with COMP maps (not sure why if everything is working fine) but it seems 90% of devs are using COMP maps so figure I'd give it a try and see if there is any advantage.

Furthermore, what do we do with out Normal textures .. ? I notice the COMP only caries AO, metal, roughness.

Thank!

-PEACE FARM
Hi,
Normal textures go directly to the normal map slot, They are their own unique texture.
 
Messages
279
Country
germany
Can you explain what a COMP map is? :)
The usual suffix for the combined texture containing metalness, roughness and AO channels. Not sure why everyone names them COMP, I guess COMB for combined would make more sense but IIRC Asobo themselves add the COMP suffix to their textures so most developers stick with that
 
Messages
709
Country
italy
My guess Is that Comp stand for Composite/compose (gimp default name for Composite images Is rgb-compose.png)

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
Messages
179
Country
unitedstates
Wow you are doing that with shading Tab? You're a Hero!
Just kidding

Add msfs standard material, below the Albedo texture slot there's the comp slot (O.R.M, occlusion roughness metal)


And a Just below that slot you can find the right Place for your normal map!

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
Hi,

In the blender export plug in i have options to attach 3 textures - albedo, metal, normal.

Would the ORM map go under the "metal" slot?

Also, I'm still confused as to the advantage of using a COMP texture over just plugging in the metal and normal map into blender that exported from substance. Could you please explain?
 
Messages
709
Country
italy
The guy named the texture slot "metallic" but as you can see, this texture Is composed of:
Occlusion (R Channel)
Roughness (G Channel)
Metallic (or metalness) (B Channel)

Why a composite texture instead separate ones?
Could be for Faster rendering and less Memory footprint
I'm not really into shaders and GPU pipeline so can't provide a tecnical answer
b860f608e9a4e5508025bfb56a72404f.jpg


Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
Messages
279
Country
germany
Hi,

In the blender export plug in i have options to attach 3 textures - albedo, metal, normal.

Would the ORM map go under the "metal" slot?

Also, I'm still confused as to the advantage of using a COMP texture over just plugging in the metal and normal map into blender that exported from substance. Could you please explain?
My understanding is that MSFS expects a certain file structure for its textures to display correctly. It expects an albedo, comp and direct x normal map. If you use other node setups the engine will most likely display the material incorrectly. I guess Asobo had their reasons to choose these file formats and developers now need to adhere to those if they want their models to appear like they should. That you can use different types of material setups in Blender doesn't mean you can correctly export them to MSFS.
 
Messages
179
Country
unitedstates
The guy named the texture slot "metallic" but as you can see, this texture Is composed of:
Occlusion (R Channel)
Roughness (G Channel)
Metallic (or metalness) (B Channel)

Why a composite texture instead separate ones?
Could be for Faster rendering and less Memory footprint
I'm not really into shaders and GPU pipeline so can't provide a tecnical answer
b860f608e9a4e5508025bfb56a72404f.jpg


Inviato dal mio Mi 9 Lite utilizzando Tapatalk

Ah, BINGO! Thank you very much (and all who chimed in!)

-PEACE FARM
 
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