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My introduction into MSFS standard material - normal_dx or normal_gl?

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I have decided that my 3d objects would probably look far better if I used MSFS 'standard' material and with the Color, Roughness and Normal images.

Firstly many of the materials I have used have a 'normal_dx' image as well as a 'normal_gl' image. It seems both have the same capability, only their green channel (RGB map) is inverted to each another. Does it matter much which one to use? Does it relate to whether you have a nVidia graphics card?

Secondly there also exists the Base Color for the MSFS material. Is this used for changing say the darkness or tint or whatever?
 
I have decided that my 3d objects would probably look far better if I used MSFS 'standard' material and with the Color, Roughness and Normal images.

Firstly many of the materials I have used have a 'normal_dx' image as well as a 'normal_gl' image. It seems both have the same capability, only their green channel (RGB map) is inverted to each another. Does it matter much which one to use? Does it relate to whether you have a nVidia graphics card?

In MS' own products, graphics display is rendered via the Direct_X infrastructure, especially for FS (all versions; MSFS=Dx11 or DX12) and/or Games.

https://www.google.com/search?q=Mic...gGwgcHMi0yLjMuM8gHeoAIAA&sclient=gws-wiz-serp

Secondly there also exists the Base Color for the MSFS material. Is this used for changing say the darkness or tint or whatever?

https://docs.flightsimulator.com/ms...es/Textures/Materials/FlightSim_Materials.htm


https://www.google.com/search?q=Mic...rCBwcyLTEuNi4zyAeWAYAIAA&sclient=gws-wiz-serp

GaryGB
 
Thanks Gary. I did some researching before I posted but those links never came up in my 'dogpile' search or I missed them.
BTW (off topic I know) can I assume that stock MSFS scenery objects (such as rocks) are low poly?
 
Thanks Gary. I did some researching before I posted but those links never came up in my 'dogpile' search or I missed them.

Many years ago, I used to use both Yahoo and DogPile for searches, as they returned an abundance of hits that sometimes proved useful.


In the last decade, Google has yielded query hits more likely to be "on target" and more focused, thus taking less of limited available time to read through.

Although I am vigilant regarding early efforts of AI software, Google's AI is becoming useful as it can save limited available time to read through query hits.

BTW: (off topic I know) can I assume that stock MSFS scenery objects (such as rocks) are low poly?

MSFS default Rock objects studied at runtime seem relatively low poly (lower vertex count), and achieve 'virtual detail' via bump maps / PBR.


And, of course, I am referring to true Rock 3D models, and not "Rock-Tree" Photogrammetry: ;)

https://www.fsdeveloper.com/forum/t...imagery-and-photogrammetry.460150/post-934937

GaryGB
 
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Thanks.

I agree with you re Dogpile as it now often displays some very strange and sometimes off the mark hits.

Yes the rock is true rock 3d model (ie Out_Rock_ShoreNoGrass) but how do I know which package it belongs to as if its from an addon I have installed rather 6than 'native' MSFS objects I would need to document which addon for prospective (free) downloaders?
 
I suggest to find what you are looking for, that you install and use the latest version of a software utility front end for that Windows Master File Table search and indexing engine for all installed storage drives, which is quite fast, and is called "Everything":

https://www.voidtools.com


Once installed, and Everything does its relatively brief initial indexing, enter the query string: *Out_Rock_Shore*

Typically "EverythIng" can quickly find files / folders regardless of where they are on a computer or Local Area Network (aka "LAN"), and regardless of whether they are inside of Windows protected system or non-shared public folders.


On my MSFS installation, the example "Everything" query above reports this path in the MSFS 2020 default assets: :pushpin:

C:\Users\[user_profile_name]\AppData\Local\Packages\Microsoft.FlightSimulator_8wekyb3d8bbwe\LocalCache\Packages\Official\OneStore\fs-base\scenery\Global\Asobo_Props\TEXTURE


...to a pertinent texture file in the returned results of :

OUT_ROCK_SHORE_OPTIM_ALBEDO.PNG.DDS

...mapped to a 3D model library in this path:

C:\Users\[user_profile_name]\AppData\Local\Packages\Microsoft.FlightSimulator_8wekyb3d8bbwe\LocalCache\Packages\Official\OneStore\fs-base\scenery\Global\Asobo_Props

...mapped to a 3D model in this BGL:

Asobo_Props.BGL


NOTE: When imported to MCX, this BGL takes quite some time to complete the import of 1,178 objects.

When imported to MCX, MCX event log reports:

"BGLX Reader failed to read MDL object from MDL file" for 29 objects"

...and MCX then seems to never preview a 3D model; AFAIK, this coincides with Cleaning and Removing Triangles in MCX Event Log.


FYI: On my MSFS installation, queries for *Rock* and *Stone* report numerous paths in both the MSFS 2020 and 2024 default assets. :idea:


PS: As 3D models are almost always referenced by a GUID and not a 'friendly name', we might best find things by texture name strings. ;)

Then we navigate into the most probable nearby ModelLib folder chain that textures map onto, and attempt to preview the ModelLib in MCX.

GaryGB
 
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Wow I thought that it would be a lot easier than that within devmode.

[later] and there is!
I went searching. In Objects 'search' for object and when displayed run mouse pointer over it and it displays fs-base/Out-rock-sorenograss.
All done.
 
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You certainly might find some Materials and 3D models via the Scenery Editor pick-lists in DevMode; you can "filter" to search 'some' lists.

For me, the Scenery Editor Material thumbnails are too small, so I externally browse them in XnView and preview the ModelLibs in MCX.

GaryGB
 
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