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MSFS Emissive Brightness

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unitedstates
I've searched all over and I feel like I am missing something simple but I have created an emission texture (using substance painter) and my issue is that my window light is so bright it's washing everything out if you get close to it. It does not look like other windows in the sim that are just lit up. The window albedo texture is just a simple glossy/reflective texture to allow the window to reflect and look like glass. No window panes or blinds or anything. I have tried adjusting the opacity of the yellow in the emission texture down to almost zero and nothing changes. It is still extremely bright. Does anyone know how I can tone this down?
 

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If you're using SP to create your emissive - did you try to reduce the "emissive intensity" ?
As you said, maybe you're just missing something simple.
 

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If you're using SP to create your emissive - did you try to reduce the "emissive intensity" ?
As you said, maybe you're just missing something simple.
Does the emissive intensity have any effect in the sim? My intensity was set to 1 in Substance Painter. I reduced it to 0.5 with no effect in the simulator. It's still as bright as ever.
 
I was able to find a solution after several hours of trying everything I could find. Maybe this will help others as well. I was able to reduce the intensity greatly by lowering the "V" Value in Blender for the Emissive Color under the "Color Multipliers" of the MSFS Standard Material settings. The V Value was extremely high thus causing the blowing out of the lighting. You can reduce that value to your desired effect. Now I am getting something closer to the default buildings emissive textures. For other buildings I will put in frames, curtains, blinds, etc. on my texture in Substance Painter. These windows are on sides and rear of the hangars and are not going to be main feature buildings so they have just a light showing through the window at night.
 

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  • emissive_V_Value.png
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