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There is something very wrong with NORMAL textures in MSFS while exporting Blender models (or with me, doing it wrong). I have finally nailed down the consistent problem I had with different-looking parts of my models with one and the same baked material. As soon as I disconnect normal MSFS material node everything looks just great (but flat of course, no lighting changes. no "bump" texture appearance). Please advise how to overcome this! It happens in most or all my models and it's very visible on corrugated metal materials because of their very prominent striped normal map.
Here is how the model appears in MSFS - look at the difference between the main wall part and top part just under the roof. Those are different faces, but baked normal texture image matches perfectly (I checked) and looks seamless adn all the same color in Blender.
Same happens on the side (thin stripe) and back with the hangar door etc. - different faces look different color. When I move the sun around, lighting changes differently on them. But as soon as I cut the node connection between normal map image and normal input and re-export, the problem disappears, but of course the wall is flat now. You can see that texture on those faces matches perfectly, and they were baked one right after another (diffuse and normal).
This is how it SHOULD look, but of course it should not be flat.
This is what I cut (see screenshot below). You can also see a part of the baked normal image. Believe me it matches fine. I have not edited anything after baking and assigning a new "baked" material as "MSFS Standard" and loading two baked images to diffuse and normal slots. That's allI did. The node map below is the automatic result from assigning MSFS material. I did not use any composite maps for metallic, roughness etc. - just set fixed valies via sliders.
Any help or ideas on what to try veru much appreciated. My airport is ready, but this is holding me off... I posted this as a separate topic from Blender2MSFS one, because this may be actually related to MSFS itself, or to Blender bug. And if not a fix, a workaround would be great. I don't know what else to try...
Here is how the model appears in MSFS - look at the difference between the main wall part and top part just under the roof. Those are different faces, but baked normal texture image matches perfectly (I checked) and looks seamless adn all the same color in Blender.
Same happens on the side (thin stripe) and back with the hangar door etc. - different faces look different color. When I move the sun around, lighting changes differently on them. But as soon as I cut the node connection between normal map image and normal input and re-export, the problem disappears, but of course the wall is flat now. You can see that texture on those faces matches perfectly, and they were baked one right after another (diffuse and normal).
This is how it SHOULD look, but of course it should not be flat.
This is what I cut (see screenshot below). You can also see a part of the baked normal image. Believe me it matches fine. I have not edited anything after baking and assigning a new "baked" material as "MSFS Standard" and loading two baked images to diffuse and normal slots. That's allI did. The node map below is the automatic result from assigning MSFS material. I did not use any composite maps for metallic, roughness etc. - just set fixed valies via sliders.
Any help or ideas on what to try veru much appreciated. My airport is ready, but this is holding me off... I posted this as a separate topic from Blender2MSFS one, because this may be actually related to MSFS itself, or to Blender bug. And if not a fix, a workaround would be great. I don't know what else to try...
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