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MSFS PBR Textures Too Shiny & Metallic

Messages
15
Country
us-massachusetts
I'm having an issue with many PBR textures I download (particularly it seems those from textures.com) where the textures are showing up in MSFS as way too shiny and metallic/relective.

One example is below, the tiles on the building are extremely shiny both during the day, and at night.
I understand the basics of PBR textures, but for the life of me can't figure out what I'm doing wrong (if anything, or if this is just the particular textures and nothing can be done?)

As seen in the example below, the Blue channel on the comp texture is already black (as downloaded), so theoretically it shouldn't be metallic at all?
I've also tried to darken the green (roughness) channel to see if that would do anything, but it doesn't seem to affect it at all.

Can anyone point me in the right direction as to what I am doing wrong??

If it makes a difference using Blender 3.1 and MSFS Exporter 1.1.6,

Thanks!
 

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Messages
1,080
I suspect this is the roughness (G) channel. Many PBR materials online use smoothness instead of roughness, so the green channel will need to be inverted. Your green channel certainly looks very dark, darker = shinier.
 
Messages
15
Country
us-massachusetts
I suspect this is the roughness (G) channel. Many PBR materials online use smoothness instead of roughness, so the green channel will need to be inverted. Your green channel certainly looks very dark, darker = shinier.
Ok thank you!
I will try inverting that channel and see what happens.
 
Messages
15
Country
us-massachusetts
Well....
I inverted the roughness (G) channel, recompiled the comp texture, and reapplied it....it's hard to tell, it looks like it may have toned it down just ever so slightly, but it's still almost mirror like in the light...
 

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Rotornut44

Resource contributor
Messages
551
Country
us-florida
As toprob said, invert the Green channel so that it's mostly white, but then paint over it in white with 50% Opacity so that there is even less grey in the channel. If it's still too shiny, keep painting over it in white with a 10-20% Opacity until you're happy with the result.
 

=rk=

Resource contributor
Messages
3,685
Country
us-washington
Try this, attached. You probably don't want any variety in the green channel. It is too easy to think of it as "roughness on a rock" and you'd want some areas "less rough" and that's not how it works. Actual, true roughness is controlled by your normal texture. The green channel controls, "as roughness would be," it's almost exactly the opposite of the blue, but you can have rough metal, which is kind of cool. Anyway, with the variation in the roughness, it will make some parts of the wall shinier than others, not bumpier. For something like that, I'd go polar extremes and then maybe mute that, just a bit, for accent.
 

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  • COMP.png
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rhumbaflappy

Administrator
Staff member
Resource contributor
Messages
5,351
Country
us-wisconsin
The green channel should probably be called "matte" or anything but roughness. (Matte being the opposite of gloss).
 
Messages
15
Country
us-massachusetts
Well I lightened the green channel up quite a bit (to almost white) and that seems to have worked! :cool:

My only remaining question is, the texture is still showing up near mirror-like when I load the project in devmode inside of the sim (first picture below)....
However, when I load the actual built package by placing it in the Community folder and just loading into that airport, the texture is fixed....

Is this a known issue/bug with the SDK/devmode/sim??? 🤔

It's almost as if when loading the project in devmode in the sim, the updated texture isn't actually loading or being applied to the model???
 

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=rk=

Resource contributor
Messages
3,685
Country
us-washington
The situation suggests you place your scenery build package into the Community folder, rather than allowing it to remain in the Virtual File System, while you are editing it. The only caveat being, that you would have to replace each copy, after each successive build, which is not normal procedure, but is also not something you seem to be aware of.

However, there is no PBR render change between DevMode and loaded scenery package, whatsoever and I am guessing it is the fact that the render engine has to decide between two identical models, while you are in DevMode.
 
Messages
15
Country
us-massachusetts
The situation suggests you place your scenery build package into the Community folder, rather than allowing it to remain in the Virtual File System, while you are editing it. The only caveat being, that you would have to replace each copy, after each successive build, which is not normal procedure, but is also not something you seem to be aware of.

However, there is no PBR render change between DevMode and loaded scenery package, whatsoever and I am guessing it is the fact that the render engine has to decide between two identical models, while you are in DevMode.
Ahhh yes, that could have been it, I think I accidentally still had a copy of the built package in my Community folder...

Cleared out the Community folder, relaunched the sim, opened project back in DevMode and all is normal now. :cool:
 
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