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MSFS Parallax in Blender

rhumbaflappy

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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
 
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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.
 
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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.
 
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