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Hi Arno.
A compiled DDS Normal texture from MSFS has a 50% gray in the blue channel. When converted to PNG, TIF, or JPG, the resulting image has the same 50% gray in the blue channel. The MSFS compiler doesn't care what the Normal texture blue channel holds, because it simply writes 50% gray to the blue channel.
What Blender and 3dsMax developers would expect is a 100% white in the blue channel. Any other value distorts the display, and misleads the developer into thinking his Normal texture needs some adjustment, when in fact it is fine.
Blue Channel Normal value Test
Could you force the MCX DDS normal conversion to !00% white?
A compiled DDS Normal texture from MSFS has a 50% gray in the blue channel. When converted to PNG, TIF, or JPG, the resulting image has the same 50% gray in the blue channel. The MSFS compiler doesn't care what the Normal texture blue channel holds, because it simply writes 50% gray to the blue channel.
What Blender and 3dsMax developers would expect is a 100% white in the blue channel. Any other value distorts the display, and misleads the developer into thinking his Normal texture needs some adjustment, when in fact it is fine.
Blue Channel Normal value Test
Could you force the MCX DDS normal conversion to !00% white?
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