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MSFS MSFS Glass material (Blender)

Lagaffe

Resource contributor
Messages
715
Country
france
Very good stuff and thanks to share your parameters which can help a lot of us.
I bookmarks thème 😀
 
Messages
19
Country
germany
Hello everyone, I'm sorry if I'm missing out on something herre but I still have some problems with my glass material.
My goal is to get reflections.

First picture: Glass is transparent.
Secund picture: Reflections appear but only from a very sharp angle.
Third picture: There is this weird texture in my glass.
 

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Messages
106
Country
russia
I'd guess you need to add OMR + Normal maps for reflections. Albedo does not have any information for light reflection at different angles.
 
Messages
222
Country
canada
Hello everyone, I'm sorry if I'm missing out on something herre but I still have some problems with my glass material.
My goal is to get reflections.

First picture: Glass is transparent.
Secund picture: Reflections appear but only from a very sharp angle.
Third picture: There is this weird texture in my glass.
I think I know how to help you at least with he pilot/cockpit reflection. I've spend a lot of time trying to figure out how to have reflective glass... MSFS Normal material is not very reflective. MSFS Glass material is reflective, but has this ugly pilot/cockpit reflection. You just need to remove the pilot/cockpit reflection by setting “Reflection Mask Factor” to 0 in Blender material settings. You have it on 1. Otherwise I think I set roughness to 0, sheen and specular to 1. But I think the glass is only reflective and looks like other MSFS has if it has no texture, nothing at all. You tint it with a pure color in Blender. I'm having a problem with parallax glass reflection - actually came here to post about it. I too don't have any reflections on surface Albedo glass texture. But it has to be used in Parallax material, so can't use MSFS glass material. But I think you can. I also tried nice glass texture with spots and imperfections, but it wasn't reflective enough, so I reverted to SMFS Glass, which has no imperfections or spots, but it's nicely reflective and looks much more as a proper glass.
 
Messages
51
I think I know how to help you at least with he pilot/cockpit reflection. I've spend a lot of time trying to figure out how to have reflective glass... MSFS Normal material is not very reflective. MSFS Glass material is reflective, but has this ugly pilot/cockpit reflection. You just need to remove the pilot/cockpit reflection by setting “Reflection Mask Factor” to 0 in Blender material settings. You have it on 1. Otherwise I think I set roughness to 0, sheen and specular to 1. But I think the glass is only reflective and looks like other MSFS has if it has no texture, nothing at all. You tint it with a pure color in Blender. I'm having a problem with parallax glass reflection - actually came here to post about it. I too don't have any reflections on surface Albedo glass texture. But it has to be used in Parallax material, so can't use MSFS glass material. But I think you can. I also tried nice glass texture with spots and imperfections, but it wasn't reflective enough, so I reverted to SMFS Glass, which has no imperfections or spots, but it's nicely reflective and looks much more as a proper glass.
What do you use for texturing?
I use Substance. I spent weeks trying to find a good setup for glass, as i hated the Glass Material from msfs.
What i do i these steps:

-In SP, import your glass object, bake the maps as usual
-Then add an Opacity channel to the object
-1 Fill layer, on Color and Opacity, full black
-Tweak the opacity to get your desired transparency
-Then add one more fill layer, on Roughness and Opacity
- Here you can add grunges, smudges, dust, fingerprints, etc. Drop the desired grunge texture on the roughness scale.

Then back to Blender, i use the Standard MSFS material, usually leaving the Alpha Multiplier to one, since the transparency is already taken care of by SP. From now on, all transparency and roughness adjustment will have to be done in SP, and then exported back to Blender. I'll try to get screenshots later on.
 
Messages
51
Dont mind the terrible UVs, just a quick and dirty example.
 

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Messages
19
Country
germany
What do you use for texturing?
I use Substance. I spent weeks trying to find a good setup for glass, as i hated the Glass Material from msfs.
What i do i these steps:

-In SP, import your glass object, bake the maps as usual
-Then add an Opacity channel to the object
-1 Fill layer, on Color and Opacity, full black
-Tweak the opacity to get your desired transparency
-Then add one more fill layer, on Roughness and Opacity
- Here you can add grunges, smudges, dust, fingerprints, etc. Drop the desired grunge texture on the roughness scale.

Then back to Blender, i use the Standard MSFS material, usually leaving the Alpha Multiplier to one, since the transparency is already taken care of by SP. From now on, all transparency and roughness adjustment will have to be done in SP, and then exported back to Blender. I'll try to get screenshots later on.
I don't know exactly what you mean, but I just use blender with the toolkit and simply selected the msfs glass material.
 
Messages
19
Country
germany
I did actually put a almost blank texture on the glass. It was just a png with one little pixel painted.
 
Messages
19
Country
germany
Another question I have, is if you can use multiple textures for one object.
I want to use pbr on my airport models but don't want to use just one texture file for the whole object.
 
Messages
485
Country
italy
Of course you can use multiple texture per object
you can use a different material (with of course a different texture) for every different face of your object
And you can of course have multiple "object" on your scene in Blender, you won't have any problem exporting them in msfs via the msfstoolkit

But

Performance wise It should be better to have less textures...this Is where things gets interesting

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
Messages
19
Country
germany
Of course you can use multiple texture per object
you can use a different material (with of course a different texture) for every different face of your object
And you can of course have multiple "object" on your scene in Blender, you won't have any problem exporting them in msfs via the msfstoolkit

But

Performance wise It should be better to have less textures...this Is where things gets interesting

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
Thank you!
 
Messages
222
Country
canada
I've never managed to get the "Standard" material glass to be as nicely reflective in MSFS as MSFS glass. Smudges and grunge and all, it looked fake. MSFS glass has no texture, but looks much more like a glass.
Edit: I did manage to add some smudge texture to MSFS GLass - the trick is that when I used Albedo and ORM texture for roughness it didn't work for me and was too dark on the smallest Alpha settings of 0.1 and the lightest layer transparency in photoshop (1%). But if I just used Albedo with a very weak smudge texture that has just the right contrast and color - it works.
I texture right inside Blender, no baking. A few smartly done 2048x1024, and 1024x1024 textures (with wear along the top and bottom edges) per building would occupy less RAM than one 4K PBR texture, or at least no more, in the worst case. And no need to bake textures, and it's sharper than a single baked texture when up close.
 
Messages
19
Country
germany
Do you use the msfs toolkit to make pbr textures or the one built in blender? I know that you can make pbr textures with the noedes in blender and that you can select files in the msfs material parameters. Is it the same?
 
Messages
222
Country
canada
Do you use the msfs toolkit to make pbr textures or the one built in blender? I know that you can make pbr textures with the noedes in blender and that you can select files in the msfs material parameters. Is it the same?
I use Blender with Blender2MSFS to load textures and create the material and export the object. However to create the textures I use Photoshop if I'm doing them myself, then load them into Quixel Mixer to get the ORM composite generated and Normal from Displacement, if there is no Normal that I can use.
 
Messages
19
Country
germany
Well that's smart. I just made my first pbr object yesterday and all works fine! Thank you!
 
Messages
51
I've never managed to get the "Standard" material glass to be as nicely reflective in MSFS as MSFS glass. Smudges and grunge and all, it looked fake. MSFS glass has no texture, but looks much more like a glass.
Edit: I did manage to add some smudge texture to MSFS GLass - the trick is that when I used Albedo and ORM texture for roughness it didn't work for me and was too dark on the smallest Alpha settings of 0.1 and the lightest layer transparency in photoshop (1%). But if I just used Albedo with a very weak smudge texture that has just the right contrast and color - it works.
I texture right inside Blender, no baking. A few smartly done 2048x1024, and 1024x1024 textures (with wear along the top and bottom edges) per building would occupy less RAM than one 4K PBR texture, or at least no more, in the worst case. And no need to bake textures, and it's sharper than a single baked texture when up close.
Interesting!
 
Messages
17
Country
italy
Hello, i have problem with glass on blender, using albedo texture for ao and dirt, applyed opacity with substance painter, but trasparent is fixed at unknow value maybe at 50%, i tryed a lot of possibility but nothing change, otherwise material standard respect the correct value but specularity is not the same thing. any suggest?
 
Messages
95
Country
russia
Hello everyone! I don't understand why leaves with an alpha channel are displayed behind the glass.
4.jpg
 
Messages
5
Thanks everyone for all these great inputs. Can anyone advise which setting can impact the effect below?

Up close - looks nice...

1623475626902.png


If i zoom out, the glass almost disappears....

1623475663713.png


Thanks!
 
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