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Error when exporting

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chile
Could anyone help me with the following, I am very new at this, might be evident for some but for me it's still rocket's science. When Trying to export I get this...

Many thanks in advance!
Harald.
 

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Hello Herald

There is nothing wrong with your model. The problem is that the model doesn't have materials and/ or textures assigned to the model. That is the only problem I see.
 
I thought there was something else I was doing wrong, appreciate your help! Will add Materials and Textures and see if it works. Thanks again!
 
Materials are always required, for all geometry that you export. The required node tree is automatically created when you set your material mode to either PBR or specular. Textures are optional. However, you'd need to disconnect the input slots of the base node (either specular or principled bsdf) if you want to change the colors if you don't want to use textures.
 
Materials are always required, for all geometry that you export. The required node tree is automatically created when you set your material mode to either PBR or specular. Textures are optional. However, you'd need to disconnect the input slots of the base node (either specular or principled bsdf) if you want to change the colors if you don't want to use textures.

I finally got it working!

I'm not sure if it is a Blender 2.83 or P3Dv5.0HF1 bug, but I ended up needing to delete all textures associated with the object and re-create them. It seemed that while it appeared to have the correct settings, another texture setting was stuck internally, and this was hanging up the conversion tool.

This manifested as the object solid color being different in the sim to the color set in the editor/the object color in the sim being unchangeable.

Once this started working correctly, it was possible to assign a texture to it.

New objects that were directly assigned FSX/P3D textures (not using different Surface properties prior to this) were unaffected.
 
I'm not quite sure if I understood correctly, so please correct me if I'm wrong. Did you experience this after updating an older project to the new toolset? If that's the case then, yes: it is absolutely necessary to re-initialize all materials when switching to the new toolset! While it is theoretically possible that the export works anyway, it WILL screw up sooner or later.
By selecting "Specular" or "PBR" as the material mode, you initialize the material within the toolset and it'll build the node tree (shader editor) for you. This needs to be done so that the exporter knows how to properly export your material.
 
I'm not quite sure if I understood correctly, so please correct me if I'm wrong. Did you experience this after updating an older project to the new toolset? If that's the case then, yes: it is absolutely necessary to re-initialize all materials when switching to the new toolset! While it is theoretically possible that the export works anyway, it WILL screw up sooner or later.
By selecting "Specular" or "PBR" as the material mode, you initialize the material within the toolset and it'll build the node tree (shader editor) for you. This needs to be done so that the exporter knows how to properly export your material.

No - it's a new project. I had previously assigned a non-FSX/P3D material ("Disabled"), and set a Surface property. This apparently sets a property internally such that if you then add the FSX/P3D texture, it will somehow still see the "other" property, which prevents the FSX/P3D material from appearing/working.

I'll have a look later and see exactly how to replicate it.
 
OK, in this case the above applies as well though: ALWAYS initialize the material by selecting one of the two valid material modes. As said before, you can still use simple color-shading, it's just a matter of disconnecting the texture nodes. :cool:
 
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