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MSFS20 How to generate bump map from diffuse/base material?

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hungary
Hi Guys!

How do you have to create bump map for FS2020? In FSX and P3D there was a method in photoshop to Red channel to black, blue channel to white, Green and Alpha to emboss the texture in different angles.
Is this the same method for MSFS2020?

Thanks!
 
Hi,

You can use some freeware to create this texture bump very easily : ShaderMap, Materialize or AwesomeBump
 
Thanks a lot! To be honest I do not want to implemet an another external program to my workflow. I liked to create the bump map in photoshop because simply I had more control if I generated it from the texture source psd (I could switch off layers that I did not want to have a bump.) I have created an action so with one click I can generate a bump map from my base material.

I have checked the sample file in the SDK. It seems the structure is different. Red Emboss from right, Green emboss from bottom. But it seems some of the normal maps examples do not have only a white (blank) Blue channel but at some of the smaples have ?ambien occlusion? on their blue channel. The SDK does not mention anyithing about that. Does it have an effect in the game?
It would be actually really nice if we could incorporate ambient occlusion where we do not want to have separate Occlusion Roughness Metallic Texture.

1601800764281.png
 
Just a small update. The AO map on the blue channel of the normal map seems to be ignored by the sim. At least for scenery object (Artmodel). Or do I miss here something?
 
Hi Guys!

How do you have to create bump map for FS2020? In FSX and P3D there was a method in photoshop to Red channel to black, blue channel to white, Green and Alpha to emboss the texture in different angles.
Is this the same method for MSFS2020?

Thanks!
No, you no longer need to switch any channel of a normal map. Depemding on if using a OpenGl or DirectX version, you might have to flipped the Y though.
 
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