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MSFS [SOLVED] Help needed with combined textures baked in Blender only outputting in Green.

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174
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unitedkingdom
I previously baked my textures in Blender 2.79 and they were the correct colour.

After changing the mesh in my project I am re-baking some of my textures in Blender 2.93 (also tried 2.83) but all the textures are coming out a shade of green as shown in the red boxes below.

I have tried various different selection combinations, but can't see what I'm doing wrong.

Can anyone point me in the right direction and tell me what I am doing wrong to only get green textures please?

I am using the gITF 2.0 format for MSFS Add-on preset.

Old Textures from Blender 2.79
T188CockpitFloorTubes.png


New textures from Blender 2.93
T188CockpitFloorTubesGreen.png


Baking settings.
Blender2.93 Bake.JPG
02Feb22 Blender Nodes.JPG
 

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  • T188CockpitFloorTubesGreen.png
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Messages
88
This could be due to including the glossy channel. Since the material is set up using the COMP texture into the roughness parameter, and using the green channel, this may contribute the odd result.
If you are using a PBR workflow, I would think the baked texture would be just the diffuse channel and not combined.
 
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174
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unitedkingdom
Thank you sal1800.

I tried combined, with Direct influence selected and no glossy and I got a darker shade of green as the output. With Indirect only as the influence, I got an even darker shade of green.

I tried Diffuse (not combined) and colour only and I did get a washed-out bake in the correct colour, but it was very flat with no depth.
 
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88
Edit: It occurred to me that maybe the lighting source contains a lot of green light which is causing that tint. Some of the environmental HDRi sources have green foliage. Try changing the HDRi? My first response is below...

That's exactly what the diffuse channel should be. Depth will come from the lighting when the model is displayed in the sim. The sharpness of specular highlights will come from the roughness map when you create that. If you also create an ambient occlusion map, that can contribute deeper shading in the areas you specify. The last map is the metalness that will contribute environmental reflections to the areas you specify.

All of this is the purpose of the PBR technique. Baking the highlights and shadows into a single texture is last generation technology. Most texture artists have moved on to other applications such as Substance Painter to apply materials and texture maps to their models as the workflow is faster than baking multiple textures from Blender.

What is curious to me is that this material apparently already has all of the texture maps as shown in your screenshot. I'm not understanding the purpose of baking a new texture unless you are changing some material parameters.
 
Last edited:
Messages
174
Country
unitedkingdom
I will try a different environmental HDRi source as the one I’m using does include green foliage.

I’m using Substance Painter for PBR textures and have been using baked textures from Blender as a base texture in my Substance materials to give a bit more definition and to use as a guides.
 
Messages
174
Country
unitedkingdom
Solved.

Embarrassingly it was the green Environment Occluder that I always hid while working in Blender, but did not deselect from the object render list.
 
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