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MSFS I can't make part of a texture transparent.

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Hi everyone. I am trying to create a solid wall with no glass windows. So I would like to pierce the wall by creating transparent areas in the texture. I applied the MSFS_Standard parameter to the material and then assigned a .tga texture with an alpha channel. But now how do I explain to FS that he has to pierce the wall?

I tried to activate both blend and masking parameters but I got, in the first case, a strange effect (normals are correct)

1609872893554.png


In the second case the texture is not loaded by FS and the object is all white.
How should I set the material to obtain the desired effect?

Since there are so many windows I thought of using this trick to minimize the polygons, and not having to model each frame of each window and then, in sandwitch, a polygon in the middle that makes glass effect and another inside that clone the outside polygon with normal inverted.

Many Thanks.
 
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unitedkingdom
What does it look like if you turn on backface culling? This sometimes helps.

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unitedkingdom
yes, it is active
What do you have the blend mode set to?. I have found that in some instances clip mode is better. Worth a try.

I did see another post where the user was having similar problems to yours but unfortunately I cant remember thethread title. Sorry.

Stinger

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Thi is the object with only Blender materials What I wanted to do was keep the orange part and punch the windows but without shaping the opening. So I would have had the window with glass but without modeling the frame and saving polygons.

1609935410070.png


I set the blending to the material, via the MSFS shader added with the pugin available here on the forum. As Blend Mode I used both masking and blend. With the second I have the result of the previous post, while with the first in FS the texture does not load and the object remains white.

Now I try to search for the post you are referring to I hope to find it :-D
 
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unitedkingdom
If you only want the reflectivity of the glass you could place a window sized plane just in front of where the window should be then apppy MSFS glass properties to the plane . I know some modellers do this.

Good luck
Stinger

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unitedkingdom
Thi is the object with only Blender materials What I wanted to do was keep the orange part and punch the windows but without shaping the opening. So I would have had the window with glass but without modeling the frame and saving polygons.

View attachment 67207

I set the blending to the material, via the MSFS shader added with the pugin available here on the forum. As Blend Mode I used both masking and blend. With the second I have the result of the previous post, while with the first in FS the texture does not load and the object remains white.

Now I try to search for the post you are referring to I hope to find it :-D
Found it!

The post is in "3d Objects General" forum. The post is titled "Strange transparency in converted 3d object faces"

Good luck
Stinger

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