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I think I finally mastered multi-room parallax texture properly. Here's the test video with a simple cube building. Emission works too. What's funny is that rooms are randomized somehow by the sim. They are showing in a different order than I have them in my background texture. Same for emission rooms. But that's OK, I think it meant to remove a pattern look from large buildings, especially at night. See night look in the second half of the video.
This building has no 3D interior - it's just a testing cube, basically. One side has a universal material I'm going to use on different buildings depending on each model, by using UV maps for whatever windows I need, and 3 sides have a more specific material for 2 large hotel buildings my upcoming scenery will include. Full PBR structure: it has maps for albedo (window front with shutters etc.), ambient occlusion, roughness, metallic, behind-windows albedo, and emission for the random night lighting look. Rooms are actually rendered in Blender in 3D and their renderings are edited for parallax 2D texture.
The way I "reverse-engineered" it is based on the MSFS SDK sample parallax material (found in sample materials, duh!). I took the room perspective look from the background 4x4 room texture there as a guide and made my rooms. Then the rest of the PBR textures are pretty straightforward (don't use any metalness on transparent glass!). It took a lot of time to figure out the right transparencies, glass reflections and nail down the look. But there is nothing special about the textures - they are nurmal MSFS PBR textures, basically, except for the background "behind glass albedo" which is different size, exactly as in the sample. I did similar material before for a single room for my CNC3 and SYKZ sceneries, and now I have a the multi-room material for my upcoming CYOW scenery. The Blender2MSFS settings are like this for this particular material: specular 1, alpha 1, the rest surface parameters are 0. Albedo color white, emissive color - slightly yellowish, alpha multiplier 1. Parallax parameters - this is for 4x4 room textures the exact sizes of sample material! These were difficult to figure out as they are not documented well - scale 0.60, room size X 0.50 Y 0.25, number XY 4. All texture maps are set with texture files. Everything else default.
This building has no 3D interior - it's just a testing cube, basically. One side has a universal material I'm going to use on different buildings depending on each model, by using UV maps for whatever windows I need, and 3 sides have a more specific material for 2 large hotel buildings my upcoming scenery will include. Full PBR structure: it has maps for albedo (window front with shutters etc.), ambient occlusion, roughness, metallic, behind-windows albedo, and emission for the random night lighting look. Rooms are actually rendered in Blender in 3D and their renderings are edited for parallax 2D texture.
The way I "reverse-engineered" it is based on the MSFS SDK sample parallax material (found in sample materials, duh!). I took the room perspective look from the background 4x4 room texture there as a guide and made my rooms. Then the rest of the PBR textures are pretty straightforward (don't use any metalness on transparent glass!). It took a lot of time to figure out the right transparencies, glass reflections and nail down the look. But there is nothing special about the textures - they are nurmal MSFS PBR textures, basically, except for the background "behind glass albedo" which is different size, exactly as in the sample. I did similar material before for a single room for my CNC3 and SYKZ sceneries, and now I have a the multi-room material for my upcoming CYOW scenery. The Blender2MSFS settings are like this for this particular material: specular 1, alpha 1, the rest surface parameters are 0. Albedo color white, emissive color - slightly yellowish, alpha multiplier 1. Parallax parameters - this is for 4x4 room textures the exact sizes of sample material! These were difficult to figure out as they are not documented well - scale 0.60, room size X 0.50 Y 0.25, number XY 4. All texture maps are set with texture files. Everything else default.