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MSFS Substance Painter

Messages
158
Country
unitedstates
Hello. Has anyone been successful at creating an export profile for MSFS2020 within Substance Painter? If so, mind sharing the output channels? Many thanks in advance!
 
Messages
111
Country
southafrica
This is what I came up with, so far so good.


1598121925371.png
 
Messages
119
Country
spain
Im seeing somre differentes between the preset uploaded here and the preset in the Introduction to MSFS SDK (scenery) posted in this forum.
What do you think about it? it's correct to have the maps in 8 bit? I remember to read that MSFS2020 need it to be 16 bit.
2Captura.PNG
 
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Messages
39
Country
peru
Hello, any tips how to recreate this in photoshop? or even better would be a texture specifications for the combined metal roughness normal map? It seems this is not PBR standard

I think there are two types of materials , one for 3d objects which is fine exporting and the other is from material themselves like the ones used in polygons, they seem to have 4 maps (R,G,B and A) each one of them doing a different thing

my guess is that
R = metal
G = AO
B = Roughness
A = ??? some other type of roughness?

if anyone knows about this please let me know
 
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Messages
5
Country
unitedstates
@evilnado when you really know PBR a single look at the COMP texture and for 100% sure I can say that the red is AO green is Roughness and Blue is metalness
I have been texturing for almost 7 years ;)
@TheJon182 I i'm not sure about scenery, the export preset I made is for Aircraft but would most-likely work with scenery too.
 
Messages
39
Country
peru
@evilnado when you really know PBR a single look at the COMP texture and for 100% sure I can say that the red is AO green is Roughness and Blue is metalness
I have been texturing for almost 7 years ;)
@TheJon182 I i'm not sure about scenery, the export preset I made is for Aircraft but would most-likely work with scenery too.
Are you sure? Im looking at an asphalt comp map and I find it weird to have anything but 0 on as a metallic value for such material...

also the Alpha channel is being used here so I have my doubts about your description of the combine map format
 
Messages
5
Country
unitedstates
So I found a asphalt tile that has what you are describing "WHITE_ASPHALT_CRACKED_01_COMP.TIF.DDS" but the ,json has this {"Version":2,"SourceFileDate":132176937350000000,"Flags":["FL_BITMAP_COMPRESSION","FL_BITMAP_MIPMAP","FL_BITMAP_QUALITY_HIGH","FL_BITMAP_NO_GAMMA_CORRECTION"],"HasTransp":true}
So it appears to not be a PBR material set, the question is what type is it, of maybe it is but the format is different

Edit so after sifting through the files I found where the "material" is referencing these textures and it does appear to be a hole different config

<Material Version="1.4.0" Name="Asphalt_White_Cracked" Guid="{AD658994-EB66-49E1-9005-05B9997A0262}" SurfaceType="ASPHALT" Type="CODE_DIFFUSE" Metal="0.000000" Rough="0.000000" Opacity="1.000000" BlendMode="Transparent">
<TagList>
<Tag>Asobo_Asphalt</Tag>
</TagList>
<FlagList/>
<TextureList>
<Texture FileName="TEXTURES\WHITE_ASPHALT_CRACKED_01_ALBEDO.TIF.DDS" Binding="MTL_BITMAP_DECAL0"/>
<Texture FileName="TEXTURES\WHITE_ASPHALT_CRACKED_01_COMP.TIF.DDS" Binding="MTL_BITMAP_NORMAL_ROUGH_METAL"/>
</TextureList>
<Attributes>
<Diffuse Red="1.000000" Green="1.000000" Blue="1.000000"/>
<Emissive Red="0.000000" Green="0.000000" Blue="0.000000"/>
<UVOffset U="0.000000" V="0.000000"/>
<UVScale U="1.000000" V="1.000000"/>
<UVRotate>0.000000</UVRotate>
<ExtraParameters>
<Parameter X="0.020000" Y="0.600000" Z="0.000000" W="1.000000"/>
<Parameter X="0.000000" Y="0.000000" Z="0.000000" W="0.000000"/>
<Parameter X="0.000000" Y="0.000000" Z="0.000000" W="0.000000"/>
</ExtraParameters>
</Attributes>
</Material>

So here is what I think the red channel here is Metal, the Green is one of the normal map directions maybe x, Blue is roughness, Alpha is y normals
 
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Messages
94
Country
netherlands
What is the correct preset for materials in the material editor? Many of the default ground textures have one map which consist of a normal, roughness, metallic channel, which differs from the stand msfs2020 RGB AO, Rougness, metallic map.
 

Pyscen

Resource contributor
Messages
2,744
Country
us-texas
The only difference between the 2 should be individual maps compared to just one that has the 3 in 1. I would suggest you look the the Shading Editor and look at the node tree setup.
 

Vitus

Resource contributor
Messages
1,480
Country
newzealand
You generally have to differentiate between what you add to you PackageSource, and what the packagebuilder compiles. As far as I know, the textures follow a similar makeup:
- Albedo map in RGB, sometimes RGBA if you need transparency
- Comp map is RGB, not RGBA with R: Ambient Occlusion, G: Roughness, B: Metallic
- The normal map must be of the directX type, not openGL!

I usually provide those textures as PNGs and so far, that worked fine. Ideally, use 8bit for the Albedo and normal and 16bit for the comp texture - that's something I learned only yesterday...

There's some more exotic material types that I haven't looked into and so the makeup of those might be different. In particular the two materials that utilize Subsurface Scattering might have some other special features.

When you build a package, the sim will convert your textures into DDS files, and the type and specs depend on the use of the texture.


Attached to this email you find the two presets I use for my exports from SP, the basis of which came from the msfs third party forum.
 

Attachments

  • SubstancePainter presets FS2020.zip
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