• 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.

MSFS20 Parallax in Blender

rhumbaflappy

Administrator
Staff member
Resource contributor
Messages
6,233
Country
us-wisconsin
I'm linking a zipped .blend file for devs that want to experiment with parallax. Parallax_Test.zip

Set the blend Mode to Opaque (Alpha Mask is the default... and wrong) Shadow and culling probably don't matter.
parallax000.png


Type will be Parallax. Bare color should be set to White, unless you want tinting ( Caution: the Asobo exporter tends to set all base colors as 0.8 brightness, so be prepared to move it up).
Emissive color is the nighttime tint of your emissive parallax texture.
parallax00.png


Parallax Scale needs to be set above 0 (the default is 0, so beware of that). It seems to be associated with the depth appearance.
Room Size X and Y Scales are for stretching or shrinking width and height.
Room Number XY must be the same as the up and down number of rooms. 2x2 room texture needs it set to 2.
parallax01.png

The first 3 textures are your PBR transparent textures for the glass.
Emissive is your RGBA for nighttime illumination if the interior as well as the alpha for time delay (I haven't used that yet).
Behind glass is your daytime interior.
 
Look at the UV Editor, and see how parallax and glass are layed out. You can change the parallax display by moving the UV's around!

You can play with the scales to get an idea how they work.
If you want to ensure a particular interior is displayed, A single room (1x1) with a scale set of 1.0 for each is the easiest.

Use multiple desktops to switch between applications while playing with Blender and MSFS
Desktops.png
 
Last edited:
Some devs are wanting to have specific parallax interiors from a 4x4 sheet.

INTERIOR_PARALLAX_4X4_ALBEDO.png

4x4_ParallaxGrid.png

Parallax_position_4.png


MSFS_Parallax_position_4.png


The default display is 11.
 
Last edited:
For positioning a 2x2 parallax in Blender, the pattern for the UV is this:
INTERIOR_PARALLAX_2X2_ALBEDO.png


MSFS_Parallax_position_2.png

The default display is 2.
 
Parallax 3x3:
3x3_ParallaxGrid.png

In Blender, don't rotate the UV, unlike most UV selections that need to be rotated -90.
 
Back
Top