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I have copied that expression! Love it...Arno may know of some 'Uber-Geek' trickery to do what you describe, but I suspect for us mere mortals, as Tom asserts, one must re-compile the glTF and re-package it to update:
* all geometry coordinates for the 3D model
* all texture coordinates mapped by the named texture(s)
<...both of the above may have changed during edits ...as you state in your example scenario >.
See "Materialize" as cited above, for a way to pre-visualize impact of PBR 'factor' value changes interactively via sliders.
Materialize directly edits and saves the edits to the texture file, and also saves a type of "Profile" for each PBR texture file group
You may note by comparison, the 'PBR' plugin for Sketchup allows edits of the 'factor' value for (3) PBR texture types (ORM).
IIUC, one can copy those 'factor'-only changes to the PNGs mapped on a 3D model in \Package Sources \ Texture sub-folder.
Then one can re-compile the Project from MSFS SDK DevMode Scenery Editor.
That will output into the \Packages sub-folder.
All without re-importing / re-exporting via Sketchup and/or MCX (...but AFAIK only for this type of PBR edit).![]()
Well, as long as I know this is the way to go, it's fine. Then I just have to be better at predicting the final result and can do some actions beforehand to reduce the number of recompiles. It's already improved with "a couple" of re-do's....


