Hello everyone.
I'm losing my mind over this. I'm trying to export an interior to MSFS 2020, but the PBR textures get completely corrupted in seemingly random ways. I can export a single object with a PBR material with no problem and get it to display correctly, but as soon as I try to export a more complex scene, or try to export a couple of PBRs in the same go, everything gets corrupted.
So, in this example, I'm trying to export 3 objects, each one with its own PBR material. No errors are displayed in the console, and it's working fine (please ignore the wrong scale, etc. )
In this example, I merely went back to Blender and selected the export option again. I didn't touch any materials, nor did I even choose different objects. I tested the example in the first picture, took a screenshot, alt-tabbed to Blender, and selected export again. This time, the panel PBR material got corrupted, and is displaying the carpet detail texture, instead of the leather texture it was showing in the first picture. Again, no errors were displayed on the console, despite it being corrupted in some way.
Now, here's what happens when I try to add a more complex scene, and also add a 4th PBR material. As you can see, the textures get corrupted and switched around, and now I get these errors in the console (ignore the "KHR_materials_clearcoat" error, I believe that's a bug from the exterior model)
I've tried searching around for these errors in this forum and online in general, and I basically can come up with nothing. I've seen some suggestions on what to do, but nothing seems to work.
Below are some more details:

I'm losing my mind over this. I'm trying to export an interior to MSFS 2020, but the PBR textures get completely corrupted in seemingly random ways. I can export a single object with a PBR material with no problem and get it to display correctly, but as soon as I try to export a more complex scene, or try to export a couple of PBRs in the same go, everything gets corrupted.
So, in this example, I'm trying to export 3 objects, each one with its own PBR material. No errors are displayed in the console, and it's working fine (please ignore the wrong scale, etc. )
In this example, I merely went back to Blender and selected the export option again. I didn't touch any materials, nor did I even choose different objects. I tested the example in the first picture, took a screenshot, alt-tabbed to Blender, and selected export again. This time, the panel PBR material got corrupted, and is displaying the carpet detail texture, instead of the leather texture it was showing in the first picture. Again, no errors were displayed on the console, despite it being corrupted in some way.
Now, here's what happens when I try to add a more complex scene, and also add a 4th PBR material. As you can see, the textures get corrupted and switched around, and now I get these errors in the console (ignore the "KHR_materials_clearcoat" error, I believe that's a bug from the exterior model)
I've tried searching around for these errors in this forum and online in general, and I basically can come up with nothing. I've seen some suggestions on what to do, but nothing seems to work.
Below are some more details:
- I'm using Blender 3.6.12 , Asobo Studio MSFS Blender I/O v1.3.3 and the .gltf 2.0 exporter
- I've tried deleting the PBR materials completely and starting fresh
- Each object uses its own texture, and its own PBR detail/comp/normal map
- I've played around with the "Draw Order Offset" setting in Blender, including giving all objects the same order and sequentially increasing orders. It *seems* to do something, but it just seems to corrupt things in a different way
- I've tried giving the standard materials a texture, comp, and normal map, as well as giving the PBR materials a texture, comp, and normal map (see pics below)
- I've tried giving the standard material ONLY a texture map, and then the PBR material a texture, comp, and normal map (see pics below)
- I've cleared all the orphaned images and nodes in Blender
- In the Shader node editor, all PBR textures are using gITF Setting, instead of a gITF Setting.xxx
- I didn't touch any of the nodes in the shader editor, so I don't *think* anything broke in there
- I've noticed I can usually get 3 PBR textures to export mostly fine after a couple of tries, but adding the 4th PBR texture just breaks everything