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MSFS20 Glass Shader problem

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26
Hi everyone.
I'm having a problem with the glasses. I am modifying a building that I had built a few months ago, to add the emissive to the windows. So I added a new uv map in the shader nodes and connected it to the emissive:

1635194286386.png


On blender it works fine but once exported, on MSFS the surface appears totally black and the emissive does not work.

since I was no longer able to fix it, even removing the changes made, I tried to create a new material, then I applied the same parameters (emissivity excluded) of the original and the same textures. The result, however, is very different from the original (the cube have the new material):

1635194201233.png


Furthermore, if exported, this too appears black.
Do you have any suggestions to understand why and how to fix it?
Do you possibly have any suggestions for the emissivity? I am using 2 UVs because the one of the windows is small and includes only a section of the facade. The other, on the other hand, includes it all


Thank you.
 
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I can see that in your materials tab under "Colour multipliers" (right at the top) the emissive colour is black - have you tried setting this to white ?
 
I can see that in your materials tab under "Colour multipliers" (right at the top) the emissive colour is black - have you tried setting this to white ?

That box does not work remains black and the sliders do not move. I changed it from the shader nodes... Doing so the windows in Blender light up correctly but then the object on MSFS is completely black and also opaque.

this is how the version of a few months ago looked like before:

1635196376269.png


This is what happens after today's changes
1635197085146.png


even removing the changes made and re-exporting it remains so.
 
In Blender you can use the colour picker to get the slider to move . Choose something grey in your scene and see if that works.

Sent from my SM-G935F using Tapatalk
 
I would recommend to use the latest version of the blender exporter. You get that one here: https://github.com/tml1024/Blender2MSFS2
The emissive slider is fixed in that version.

And I dont think, that Msfs can handle a object with 2 uv maps.

Thanks, I didn't know it was updated. I was still using 0.40
With the suggestions of stinger2k2 I managed to get it going even though I had to change the shader to standard because the Glass shader doesn't seem to work anymore. Yes I really think it doesn't manage 2 UV from the result. :-D

1635259098405.png


The question still remains why, on the same Blender and the same toolkit, with the same textures and the same parameters (Glass Shader) on two different materials (one old and one new), I get so much different results. (Left Hold, the preferred and Right New). Both when exported give me a black object on MSFS... 🤔
Anyway now I try the new version of toolkit...

1635259613026.png
 
May you give us some more information how you fixed it. Could be helpful for others. :)

First of all, this thing doesn't seem to work on the Glass Shader. If you insert an image as Emissive, then in MSFS everything becomes black or in any case I'm wrong something but I couldn't figure out what.

So I put in the Standard Shader (the windows do no need transparent in this building, there are no interiors to show), I put Albedo, RGB Mask and the emissive images then I used the suggestions by WTFlorian and in particular of Stinger2k2:

I can see that in your materials tab under "Colour multipliers" (right at the top) the emissive colour is black - have you tried setting this to white ?
In Blender you can use the colour picker to get the slider to move . Choose something grey in your scene and see if that works.

Sent from my SM-G935F using Tapatalk

Seeing as my idea of using 2 separate UVs didn't work, I duplicated the window material from which I removed the emissive image and reset the emissive color to black, I have divided the building into tiles (each tile a window) and then to some boxes I applied the emissive material and to the others what does not have it :)

1635279553112.png
 
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