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MSFS20 Question about metallic map separate channels in MSFS material node tree

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germany
Hi, I´m trying to make sense of all the material settings the Blender to MSFS toolset provides. One thing I don´t know how to handle is the Metallic map which is split into (Ambient?) Occlusion, Roughness and Metalness by separate RGB channels. When I download PBR materials from Textures.com, Texture Haven or the like, I always get separate PNG or JPEG files for Roughness, Ambient Occlusion and Metalness which are all grayscale textures. How can I combine these separate textures into the RGB channels of a single texture? Or to be more precise, is there a freeware programm that can do this?

Thanks,

Fabian
 
Pyscen made a A.O. tutorial (A.O. = Ambient Occlusion) (Page 14 Step 1: Open Maps) that explains how to pack all the channels in Gimp. If you haven't heard of Gimp, it's a free photo editing tool kinda similar to Photoshop.
 
Great tip that I don't, as that you (I) can use a software without knowing all functionalities ☺️
 
Thank you for your answers, I never really liked the GIMP interface, but I've been using materialize for quite a while now and never realized that it had the ability to pack the created maps into different channels.
 
There is another type of metalic texture which I cant see documented in the sdk which is "Normal Roughness Metal". I haven't figured out what each channel is yet but it seems to be associated with runway textures.
A png example can be found in the simple airport texture folder of the sdk samples.
can anyone shed some light on what the format of this one is?
 
Not sure if I was doing it wrong, or not. But in Materialize, it is looking for a smoothness map whereas the MSFS plugin needs a roughness. So, when I was in Materialize, I had to put the roughness map into smoothness which makes it look way too glossy in Materialize, but it will look correct in Blender and MSFS.
 
Yea just click "O" for each section you can load the AO, Normal, Metal etc and then use the channel mapping to export the COMP
Hello,

I tried to assign each channel in Materialize to match what MSFS combined material requires but then if I save with property map nothing is saved (i.e: combined map), and of course with the regular save, each map is a different texture file.

Anything I am doing wrong here?

Thanks
 

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Hello,

I tried to assign each channel in Materialize to match what MSFS combined material requires but then if I save with property map nothing is saved (i.e: combined map), and of course with the regular save, each map is a different texture file.

Anything I am doing wrong here?

Thanks
I THINK that that save is broken. Just compose them in Photoshop or Gimp.
 
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