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Hi I am trying to make a partly full transparent lattice fence in Blender for export to MSFS.
I have version 1.3.3 of the exporter and 3.6.12 of blender.
I have used a PBR material from Texture.com with name StretchedFence_Old_2K
I used the albedo, metallic, roughness, normal and alpha png:s for building the "Blender Procedural" example below
I used the albedo, normal, Alpha and Comp_AORM png:s for building the "MSFS Material Params" example below.
The Comp_AORM I built in Photoshop - using ao on the red channel, roughness on the green channel and metallic on the blue channel
I have tested to build one simple Blender procedural material (and it works as I want, at the left in attached file 1_Result of my test below
and one example with the MSFS Material Params that not is working as I want below to the right.
Here is the shader editor I used for the "Procedural Material" thats works as it should. No weirdness.
I also set the Blend Mode / Blend Mode to Alpha Clip
This is the MSFS Param Textures I attached I tried to use the alpha as blend mask
This is the upper part of the MSFS Params. As you can see I use the Type Standard and set the Alpha to Mask.
I will never never touch the upper parts of the Material when using MSFS Params but I can see that when I set Alpha to Mask - the exporter automatical set the Blend Mode to Alpha Clip
This is the resulting Node-tree created of the MSFS Params that I never will touch and I have not dived into it to see what it does. except to see how MSFS Params extract the AO Roughness and Metallic from the RGB channels.
But I never will touch everything here.
This is the files I have bought and downloaded from textures.com
Is it anyone that can tell me what I have missed?
Thx in advance.
Erland
I have version 1.3.3 of the exporter and 3.6.12 of blender.
I have used a PBR material from Texture.com with name StretchedFence_Old_2K
I used the albedo, metallic, roughness, normal and alpha png:s for building the "Blender Procedural" example below
I used the albedo, normal, Alpha and Comp_AORM png:s for building the "MSFS Material Params" example below.
The Comp_AORM I built in Photoshop - using ao on the red channel, roughness on the green channel and metallic on the blue channel
I have tested to build one simple Blender procedural material (and it works as I want, at the left in attached file 1_Result of my test below
and one example with the MSFS Material Params that not is working as I want below to the right.
Here is the shader editor I used for the "Procedural Material" thats works as it should. No weirdness.
I also set the Blend Mode / Blend Mode to Alpha Clip
This is the MSFS Param Textures I attached I tried to use the alpha as blend mask
This is the upper part of the MSFS Params. As you can see I use the Type Standard and set the Alpha to Mask.
I will never never touch the upper parts of the Material when using MSFS Params but I can see that when I set Alpha to Mask - the exporter automatical set the Blend Mode to Alpha Clip
This is the resulting Node-tree created of the MSFS Params that I never will touch and I have not dived into it to see what it does. except to see how MSFS Params extract the AO Roughness and Metallic from the RGB channels.
But I never will touch everything here.
This is the files I have bought and downloaded from textures.com
Is it anyone that can tell me what I have missed?
Thx in advance.
Erland