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MSFS20 Parallax Materials in Blender?

Rotornut44

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I'm curious to know if anyone has any insight into how to properly do parallax in Blender with the official exporter?
I am able to get the texture to show on my polys, but I have not been able to get the parallax to show any depth.

Any ideas?

bch_parallax.jpg
 
Hello,
That's not the good way to add parallax texture in a surface. It's not obvious. You can't choose witch interior will be display by using UV editing.

Look at my example below, i've inserted some thumbnails of the textures in the capture to anderstand more easely. The front glass texture is the main texture, who is UV edited to fit the building. The transparancy of windows is include in Alpha layer in this texture. RGB and mormal texture are sames as standard materials.

I use parallax textures given by asobo in Samples. Thoses textures are 4x4 (one for day and one for night).
Depending of numbers (in you example it's 2x2 and the size of the building, you need to adjust the 4 parameters before the textures
Parallax scale : my merory is bad. This parameter schould be for the deep of the room
Room size X scale : the part of the texture you want to see in x direction. In my example 0.5 is alf of the texture (who as 4 room) in the x direction, so 2 rooms by stair, so one room for 6 windows.
Room size Y scale : same as X in Y direction
Room number XY : i don't remember.

You have to test to find good parameters for correct effect in the sim, but you can't see it in blender.
In your example, th main texture should have all the wall (with white plancks and windows and door) and Room size must be 0.5 for X and Y. One of the four interiors will be display. If you wand only one, you need to create texture with only one interior and adjust Room siez to 1 for X and Y.

Good luck.

TB1.png
 
I think Parallax effect with the current plugin of blender will not work (I mean in the blender"s viewport it will not show it depth). It works however in 3DS max.

Sidenote: The behind glass texture must be mapped with the 2nd UV channel (UV2). ("It uses the second UV set (UV2) to tile the fake rooms.")
Never tried it in blender but it should look like this:

1710604127470.png
 
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Parallax works just fine with Blender 3,x and the Asobo MSFS addon. Attached is a zipped .blend file. No 2nd UV map needed, just it's own map for the material. Just assign the material to the face(s) you wish to parallax, and adjust in the UV mapping. 1x1 is the best parallax texture as it aligns easily.
The placement of the UV: MSFS - Parallax in Blender.
 

Attachments

Parallax works just fine with Blender 3,x and the Asobo MSFS addon. Attached is a zipped .blend file. No 2nd UV map needed, just it's own map for the material. Just assign the material to the face(s) you wish to parallax, and adjust in the UV mapping. 1x1 is the best parallax texture as it aligns easily.
The placement of the UV: MSFS - Parallax in Blender.
Hi Dick! Thanks for the answer!
Sorry I did not phrase it correctly, when I said it does not work in blender I meant in the blender's viewport you will not see the depth effect but in 3DS max.

I looked at your model and your 'Soduko' matrix. To be honest I do not get it and do not know what do you mean with them. If you are not using the UV2 map to control which part of the texture to be used as the parallax effect than how do you control it?
Even the SDK says that the UV2 map should be used. I tried it with 3DS Max and exported to MSFS and worked like a charm. I think using 1 texture for a single room is not so sufficient. The 4x4 seems to be optimal.

1710665323360.png
 
In Blender, create the parallax material. Go to edit mode and select the face of the window. Assign the parallax material to the face. Go to UV editing and use the Soduko diagram to place the UV mapping assigned to the face.

Untitled.png
 
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