Indeed, but the quality of the texture would not be crisp and clear when using the SDK-available materials?
The textures would be obscured in such a way that it would not be possible to see individual bricks, is my understanding
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Actually, MSFS' LOD / Zoom Level 20 texture resolution for "Terrain" is rather good ...when compared to prior versions of FS in potential visual quality.
In FS9 texture resolution for "Terrain" was limited to 4.8 Meters on the ground per Pixel (LOD-13)
Each version of FS increased texture resolution for "Terrain"; each LOD number increase effectively "doubles" the resolution, thus:
In FSX texture resolution for "Terrain" was limited to 1.2 Meters on the ground per Pixel (LOD-15) = 4x FS9's resolution
In MSFS texture resolution for "Terrain" was limited to 0.0375 Meters (3.75 cm) on the ground per Pixel (LOD-20) = 128x FS9's resolution
https://www.fsdeveloper.com/forum/threads/flattens.425495/post-633002
Usually LOD / Zoom Level 20 resolution "Terrain" textures are taken close up AGL, as satellite and drone aerial imagery loses visual detail over distance.
Satellite and drone aerial imagery, as good as it may be, still pales in comparison to photos of objects taken close up at/near ground level.
As I see it, your decision to use- / not use- default terrain draped with custom ground / wall textures depends on how much PBR effect you want.
By contrast, technically we "could" use higher resolution textures on 3D models; however, that may not be seen at normal user aircraft Altitudes AGL.
One can technically increase the MSFS visibility radius and 'force' ground to display a higher LOD resolution MIPMAP, but it kills FPS
and looks "odd".
Generally speaking,
lower resolution textures would be seen as distance between the user aircraft and ground increases (via LOD/MIPMAP switching).
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I did read a statement somewhere in early 2020 RTM SDK Docs that asserted one "should" use MSFS' default Materials for PBR.
A 3DSMAX / Blender Material set was provided for use in mapping PBR Materials, which they encouraged us to use freely.
That may have been partly because making custom PBR texture Materials for MSFS requires some complex learning.
AFAIK, we should be able to achieve the same- or better- texture Material display with PBR attributes, using
custom Materials.
We
can also make our own PBR Materials via SDK methods (...and we also need
not do so via the Asobo Blender plugin).
https://www.google.com/search?q=MSF...M2LjigB9MisgcDNS44uAeKCw&sclient=gws-wiz-serp
IIUC, Asobo wanted to ID a specific set of Material attributes as a type of "Template" that works with the SDK methods for PBR.
IMHO, we can duplicate PBR 'attributes' without infringing on any rights of Asobo / Microsoft, to use MSFS glTF Extensions.
AFAIK, we can map default Materials onto a glTF 3D model, then import it into MCX to copy / save a "
Material Template".
MCX Material Editor effectively copies Material settings used on the currently imported 3D model into a "Material Template".
The "Template" can be retrieved in MCX and applied to a copy of another glTF 3D model textured with our
custom Material.
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EDITED]
The MCX Manual does discuss this option clearly, and Arno did explain this elsewhere in threads, and in a video.
The latest Development Release of MCX can be downloaded here:
https://www.scenerydesign.org/development-releases/
The MCX Manual is included in the root folder of that downloaded MCX Development Release ZIP file:
ModelConverterX.pdf
It can be viewed in any web browser, but more options are available when viewed in Adobe Acrobat Reader DC:
https://get.adobe.com/reader/
Of particular note in sub-sections under the MCX Material Editor section:
"
6.5 Material editor
The material editor is the place to look for information and to modify the materials and textures
used by the object. It shows all materials and textures of the active representation of the object.
This editor has four tabs that allow you to edit different aspects of the material. Each of these
tabs is discussed in the sections below.
6.5.1 Properties tab
The properties tab, see Figure 6.12 gives you a list of all materials in the object and allows you
to modify the properties of each of them. On the left side of the tab you see the list of materials,
while on the right side you see the properties of the selected material(s).
"There are many properties that can be edited for a material, but not all of these properties are
applicable to each Flight Simulator version. Therefore there is a filter dropdown list at the right
side of the toolbar. If you select a specific filter here, only the material properties that are applicable
for that filter are shown. The available filters are:
• MSFS2020 shows all properties supported by MSFS 2020 models.
• MSFS2024 shows all properties supported by MSFS 2024 models."
"There are common actions that you (may ?) want to perform on your materials, for example to add an
emissive texture to your material. To make such tasks easier the material editor has templates.
In the template dropdown list you can select the template you want to apply, see Figure 6.13 and
with the Apply button you can then apply it to the selected material(s). The following templates
are available:
•
PBR Composite Texture will add a metallic texture to your material, using the diffuse
texture name and a suffix. The default suffix is C, but this can be changed by modifying the
template in the material template editor.
Figure 6.13: Material property templates
Besides these material templates that are available by default, you can also create your own
templates. This is done in the material template editor, see Figure 6.14. This template editor
has three areas you can work in:
• The panel on the left shows you all templates that exist. Using the New button you can add
a new template, with the Remove button you can remove the selected template, and with
the Copy button you can make a copy of an existing template. If you click on the small
arrow next to the new button you will see a list of all materials in your object and you can
make a new template that uses the values of the selected material.
• The panel in the middle shows the selected template. At the top you can edit the name of
the template and below is shown a list of the attributes and values that are in the template.
With the Remove property button you can remove a property from the template.
• The panel on the right shows all material properties that are available for use in the template.
You can select a property here and also assign it the value that should be used in the template.
Once you press the Add property button it is added to your template.
Once you have made your own template, it will be available in the dropdown list of templates and
you can use it like any of the default templates are used."
A note regarding PBR "Metallic" / 'Composite' (aka "COMP") attributes:
MSFS SDK Docs does use a PBR 'Composite' or 'COMP' terminology; but they typically use "Metallic" as a PBR attribute.
https://docs.flightsimulator.com/html/Developer_Mode/Material_Editor/Inspector_Menus.htm#NRM
https://docs.flightsimulator.com/html/Asset_Creation/3DS_Max_Plugin/#material-types
https://docs.flightsimulator.com/html/Introduction/#occlusionr-roughnessg-metallicb
"
Occlusion(R) Roughness(G) Metallic(B)
The occlusion-metallic-roughness texture. The metalness values are sampled from the B channel. The roughness values are sampled from the G channel. The occlusion values are sampled from the R channel. These values are linear. If an alpha channel is present (A), it is ignored for
occlusion-
metallic-
roughness calculations."
IIUC, MSFS SDK "Material Types" are various 'Templates' / 'Profiles' / 'Presets' for Material rendering, but are not "Textures"
IMHO, they may be comparable to MCX Material Editor 'Templates' / 'Profiles' / 'Presets' for Material rendering.
Tools at FSDEV forums can combine output of
Materialize texture Materials to make a "Composite" ('
O-R-M') PBR Material.
PS: Dick has posted regarding the difference between how "COMP" and "O-R-M" is used in MSFS for Ground versus 3D models:
https://www.fsdeveloper.com/forum/t...-when-i-set-a-comp-texture.458407/post-923515
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GaryGB