• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

P3D V4 PBR Material Slots

Messages
140
Country
us-california
Newbie question... dabbing into the PBR realm and noticed the maps area in the Material Editor is a bit different now. Is there still a way to add specular or bump maps? Only see slots for Albedo, Metallic, Normal, Emissive, and Detail.
 
Messages
466
Country
us-california
Specular maps aren't used in the P3D PBR workflow. You must use the Metallic map to control metalness, smoothness, and ambient occlusion. The P3D Learning Center has a PBR section that explains what each channel in the texture is used for (with some sample screenshots).

Normal maps are what FSX/P3D refer to as bump maps (which is incorrect).
 

Pyscen

Resource contributor
Messages
2,994
Country
us-texas
Hello...

Even though Hughes is right on the naming of the slots... Technically, the Smoothness map, a part of the Metallic map, can be interpreted as the Specular map. This is because it controls the shine or the amount of reflection.

So, if you have a Specular map from a model that needs to be converted, you can use the specular as the smoothness, with minor adjustments.
 
Top