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MSFS20 MSFS Blender materials ignoring roughness/metallness (ORM) information. Any ideas?

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I'm having a problem with my materials - many of them are ignoring the ORM composite image data, at least roughness. If I create a new material and import 3 images (Diffuse, ORM, Normal) it's working in MSFS. However if a material is taken from the Blender 3.1.0 Asset Library, or taken from the object pasted form another file, or migrated with a new Asobo Exporter addon, it seems that the roughness is ignored, material looks dull and not shiny. However a new material from the same images looks great.

See the screengrab from MSFS: the orange paint in the right shape is from the library and is dull, and the new material (lower left) based on the same images and in every way identical, is shiny and textured. They are exactly the same, except from one is fresh, and another is from the Asset Library. Yellow paint (upper left) is also dull - it's taken from Assett Library (migrated to Asobo Explorer in the library file).


1666988554347.png


I was using Blender2MSFS before, and I noticed a similar problems. Now it's back wiht a vengeance in the Asobo Exporter. Sometimes just reopening images in a material seems to help. I compared nodes and the yellow and orange paint have a slightly different node that splits the ORM (Occlusion/Roughness/Metalness) composite image:

This is the migrated MSFS material:

1666989336963.png



And this is the newly created material:
1666989377603.png

First has the red node with "color" input, and the second had blue node with "image" input. They are otherwise identical. I tried to manually replace the red nodes with blue nodes - which I used for orange paint material on the right of the image, hoping that it would fix the possible migration error, but it stays dull, although it does fix its appearance in Blender (in Shading view). As you can see, both are equally shiny in Blender.
1666989567280.png

But not in MSFS: different angle to see the reflections. left flower on the Blender image above is the farthest center one in the MSFS image below. Right flower from above is left closer one below.
1666989855831.png


Also, see the blue paint material, based on same images except for the blue diffusion image: again, it looks correct in the MSFS material properties of Asobo Exporter, but it's dull in Blender and MSFS.
1666990149396.png

After I manually replace the node with the "image" input one in Blender material, it looks shiny in Blender:
1666990238997.png

But when I export, then Build project in MSFS, then close the project and reopen and load in the Project Editor, the blue material is still dull in MSFS. However newly created orange that seems the same in shader editor is perfectly shiny (left half of the flower), while the migrated yellow from the Asset library (on the right) is also dull.

1666990517890.png

So manually replacing the node with the shader editor fixes the look in Blender, but not in exported MSFS material.

I have many dozens of materials, it's not feasible to created them from scratch for every model. I need to use them from the Asset Library (or pasted from other files, like I did before Asset Browser was implemented in Blender). But I don't know what else to do... All advice appreciated...
 
I just tested by creating a new material in Asset Library and using it from there VS creating a new material inside the Blender file. It only works within the Blender file! Every time a material is used from Asset Library or possibly via copy-paste (not tested yet with the new Exporter) the ORM is ignored despite being present in the settings. The same bug was there with Blender2MSFS Exporter but it was occasionally fixed by reloading images... Something must be differen in how materials are exported based on whether material is new or pasted/linked from Asset Library or other file.
 
I think I have a possible workaround. There are 2 separate issue - one with a Migrate Material, and another with the gTLF settings node. Please refer to it and see how you can fix it in the next release, so it doesn't happen.
I think I now have a workaround! For anyone stuck this could be valuable - I wasted 2 days trying to overcome this problem. Turns out there are 2 separate issues:

  1. The new Exporter presents a button "Migrate Material" when the material was originally done in a legacy exporter. The material that's created after that looks OK on the first glance, but if the same material is created from scratch you can see a difference in the RGB splitter node.
This is the migrated MSFS material, it has "Color" as input in the splitter node:

image

And this is the newly created material, it has "image" input in a splitter node:

image

I can copy this node from a fresh material and paste into the broken material, and reconnect the nodes in the same way. This fixes how the material looks inside blender. However this still doesn't fix the export, comp texture is still missing in MSFS.

  1. After dropping the material from Asset Browser into your current project file, I have to revisit the shader tree and check that the gTLF settings has not created a new setting, and if it did to revert it to the first original settings:
image

After those 2 steps are both done, the exported result has comp texture working correctly:

image
 
Hello:

Have you concluded that despite following procedures in README.md for the ASOBO-outsourced Blender MSFS Exporter cited here:

https://github.com/AsoboStudio/glTF-Blender-IO-MSFS

https://github.com/AsoboStudio/glTF...tion-of-legacy-blend-file-material-typesmodes

...and here:

https://www.fsdeveloper.com/forum/threads/confused-on-which-exporter-to-use.455591/post-904507


...Migrate is not working properly for this aspect of the ASOBO-outsourced Blender MSFS Exporter's intended functionality ? :scratchch

GaryGB
 
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Hello:

Have you concluded that despite following procedures in README.md for the ASOBO-outsourced Blender MSFS Exporter cited here:

https://github.com/AsoboStudio/glTF-Blender-IO-MSFS

https://github.com/AsoboStudio/glTF...tion-of-legacy-blend-file-material-typesmodes

...and here:

https://www.fsdeveloper.com/forum/threads/confused-on-which-exporter-to-use.455591/post-904507


...Migrate is not working properly for this aspect of the ASOBO-outsourced Blender MSFS Exporter's intended functionality ? :scratchch

GaryGB
Yes, at least for me it didn't work correctly. You can see the red node in the first image - that's what I ended up with after clicking "migrate" and it doesn't work correctly. New materials have a blue node, and that's what I have to replace with manually now for all my materials.

On top of that, gTLF Settings are often (but not always!) get replaced with ".001, .002" etc. which also prevents even the correctly migrated or fixed material from exporting correctly with comp texture not working. Bot of those have to be fixed for it to work.
 
Yikes ! :yikes:

...Almost as much fun as what happens with Material names in Sketchup. :laughing:


IIRC, this spring or summer, ASOBO stated someone was hired to oversee development of- and/or code- a Blender Python MSFS Exporter.

https://devsupport.flightsimulator....e-minding-the-store-at-asobo-blender-git.html


AFAIK, that was not the FlyByWire on-again / off-again Exporter- or the so-called AsoboStudio / glTF-Blender-IO-MSFS- Exporter.


Reportedly, they were to have "started" working on this in September 2022; Yoo-Hoo (not Yahoo ;)) ...where are you ? :banghead:

https://www.merriam-webster.com/dictionary/yoo-hoo


In 2 days it will be November 2022; do you suppose a prospective ASOBO Python-esque Blender Evangelist and Code-Vetter:

* Never actually got hired ?

...or:

* Got prioritized into vetting content for the upcoming FS 40th Anniversary releases on November 11th, 2022 ?


One must take all news with a grain of salt (for flavor ?), including that of ASOBO's commitment to a Python Blender MSFS Exporter.

Was ASOBO discouraged by news of impaired productivity caused by MSFS compiler issues and the pervasive "Blender Weevil" ? :scratchch



GaryGB
 
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