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MSFS Ground textures in MSFS with Materialize?!

I'm a beginner in SDK for MSFS.

Now I am dealing with the ground textures, which have to be available as color and composite in the SDK. I have now used the tool "Materialize" to create a composite from common texture downloads (for example from ambientcg.com). Unfortunately I can't get any further, the texture looks anything but realistic in the SDK.

Who can give me instructions on how to make a composite from common texture files using this tool?
Materialize has Property Map where you can use R G B slots to merge other maps into the right channels,

Is is suitable for material COMP (ambient occlusion roughness)

However ground textures require RGBA for their composite map (and also normal map channels splitting, and I don't know if that is possible with Materialize):

Red channel must contain metallic channel
Green Channel the X value of the normal map
Blue channel is for roughness
And Alpha channel is the place for Z value of your normal map

I find Gimp more flexible that materialize (and /less resource hungry)
Here is a tutorial about making them in Gimp

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
Hi Federico,

thank you for your hint, that SDK ground materials are different from the blender ones.... that's it! I'll try that!


Resource contributor

There are 2 versions of Materizer. 1 is very old and is no longer being developed and doesn't use the alpha channel. The latter one is better (does have the alpha channel to pack a material map into) but still has bugs (the packing of the materials maps) within it. I'm not sure it is been updated in over a year (could be wrong about this though). Materializer though is great in creating the different maps needed for ground polys and scenery *just not the packing of the channels).. One other thing about Materizer you need to know... it uses OpenGL on Normal maps,. After Materializer, you will need to invert the y-axis on the Normal map.

I agree with @mamu , you would be better off using either GIMP or Photoshop to pack the materials into their proper channels.
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