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My updates to the ASOBO exporter will work with 3.3, 3.6 and 4.0. However each is individually updated to work with those three versions. It's best to select the one made for the version you prefer.
I have also added a FBW functionality to the material migration. The legacy Vitus exporter, had MSFS Materials set up slightly different than FBW and then slightly different to ASOBO. SO you will see a pre-migrate button if things don't match up with ASOBO version of how MSFS Materials are set. Clicking on the pre-migrate helps with the "Migrate", although not perfect.
The workflow is the following.
Open your legacy/FBW blend file.
Go to the shader screen where you see the nodes.
Click on a object and go to the material panel. Close all panels, except the preview and MSFS
The preview panel of the material will show you how the material looks before migration. Usually a good start.
If the pre-migrate button shows, click on that.
Click on the Migrate button.
review the preview and see if it looks relatively the same. Some materials will lighten up or darken, depends.
If the material totally changes - it's usually due to emissive, or base color, or base color alpha.
Do a CTRL -Z to get back the original legacy shader node structure. Write down any key elements, like roughness, metallic, base color hex, emissive color.
then re-apply the pre-migrate and migrate and then manually make changes to the panel values.
I cannot emphasize enough, DO NOT manipulate the surface panel data, and DO NOT manipulate the nodes directly, ALWAYS use the MSFS Material Params
This is a one way street. The panel sets internal exporter variables, that automatically update the shader nodes, the update the renderer and show you how the material "looks".
If you update the nodes then the reverse does not happen - the panel and exporter internal variables do not get updated, however the downstream renderer does and you see the material show the way you like, but the exporter does not know about these changes and will potentially not show in the sim. You will drive yourself nuts trying things. This also happens if you manipulate the Surface section/panel in the materials. The surface panel is not tied to the ASOBO exporter variables. and the same will happen.
Just manipulate the variables in the MSFS Material Params section. (Sometimes things will work fine, until it does not - so be warned)
Notice below - it starts out as "Glass" but then changes to the correct "Geo Frosted" FBW internal variable was not the same as the ASOBO - so pre-migrate helped in this case.
I have also added a FBW functionality to the material migration. The legacy Vitus exporter, had MSFS Materials set up slightly different than FBW and then slightly different to ASOBO. SO you will see a pre-migrate button if things don't match up with ASOBO version of how MSFS Materials are set. Clicking on the pre-migrate helps with the "Migrate", although not perfect.
The workflow is the following.
Open your legacy/FBW blend file.
Go to the shader screen where you see the nodes.
Click on a object and go to the material panel. Close all panels, except the preview and MSFS
The preview panel of the material will show you how the material looks before migration. Usually a good start.
If the pre-migrate button shows, click on that.
Click on the Migrate button.
review the preview and see if it looks relatively the same. Some materials will lighten up or darken, depends.
If the material totally changes - it's usually due to emissive, or base color, or base color alpha.
Do a CTRL -Z to get back the original legacy shader node structure. Write down any key elements, like roughness, metallic, base color hex, emissive color.
then re-apply the pre-migrate and migrate and then manually make changes to the panel values.
I cannot emphasize enough, DO NOT manipulate the surface panel data, and DO NOT manipulate the nodes directly, ALWAYS use the MSFS Material Params
This is a one way street. The panel sets internal exporter variables, that automatically update the shader nodes, the update the renderer and show you how the material "looks".
If you update the nodes then the reverse does not happen - the panel and exporter internal variables do not get updated, however the downstream renderer does and you see the material show the way you like, but the exporter does not know about these changes and will potentially not show in the sim. You will drive yourself nuts trying things. This also happens if you manipulate the Surface section/panel in the materials. The surface panel is not tied to the ASOBO exporter variables. and the same will happen.
Just manipulate the variables in the MSFS Material Params section. (Sometimes things will work fine, until it does not - so be warned)
Notice below - it starts out as "Glass" but then changes to the correct "Geo Frosted" FBW internal variable was not the same as the ASOBO - so pre-migrate helped in this case.
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