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Texture opacity issue with Blender model

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4
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australia
Hi everyone!

I’ve been developing small freeware scenery for a while now, but recently decided to go down that 3D-modelling rabbit hole. It’s been ok for the most part, but I’m stuck with an issue and tearing my hair out.

I’m using Blender (with the plugin) and are using Blender PBR materials as well as external textures. My model and textures look fine in Blender (as well as a couple of other viewers like MCX), but in the sim (20020 and 2024) I’m getting undesired transparency in some textures, as per the attached image.

It looks to me as if the “lower” material or texture has a roughness of <1 then the “higher” textures (but not materials) are transparent to them.

In the first image you can see the roof texture (an Asobo texture) allow both a Blender PBR material (dark glass with low roughness) and an external texture (concrete pavers) to bleed through (if that’s the correct term).

The second one show the concrete pavers texture allowing the concrete wall texture (an Asobo texture) to bleed through.

I’ve tried various Alpha settings, with and without blend masks, as well as different textures, but I’m not getting anywhere. Any help would be appreciated. Thanks.
 

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Hi Guenther:

I am not a user of Blender with sufficient experience of that app to troubleshoot your scenario.

However, because issues occur depending on Blender / Exporter build, I believe the experienced Blender users would likely first ask:

* What are your numeric versions of Blender and MSFS exporter plugin ?


Also, due to many complexities Blender works with involving texture Materials, you may also be asked to attach / link to a *.BLEND file.


It may also be useful to list issues involving MSFS 2020 / 2024 separately, in case SDK versions have any distinct differences for Materials.


I hope after you provide this extra info, it helps if / when the more experienced Blender users reply here. :)

GaryGB
 
Zip and attach a small .blend file (with textures) so we can see the actual problem in Blender.
 
Thank you! I'm using Blender 4.5.3 LTS with V3.3.1 of the MSFS 2020 glTF Extension.

The attachment includes a subset of my model with the one texture (roof), presenting the problem shown in the first of my images above.
 

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Looking here: https://devsupport.flightsimulator....date-to-2-3-2-gltf-blender-io-msfs-2020/16863 indicates there are problems with the new 2020 blender exporter. It's buggy. You should use Blender 3.6.xx, and the 2020 SDK version of the exporter.
I believe this was originally a sketchup model? If so. I've had problems with those, but this model looks very clean. If I load your .blend file into Blender3.6.22 with the SDK exporter, I see this:
Alpha_Hashed.png

Maybe that's the problem. The solution might need to be: use Blender 3.6 with the SDK exporter, and re-make the materials from scratch. Unless there is some new Blender 4.5 function you need (and there isn't), I would not use it.
 
Thank you Dick. I'll try 3.6. I've created the model from scratch in Blender, not sketchup. Thanks again!
 
A short update, in case anyone else has this issue.

So I tried to use 3.6.22 with the 1.3.3 plugin, but I kept getting a "can't pickle image" error when attempting to export the gltf. Then I tried several other combinations of Blender/plugin versions with the same result, and after a day of fruitless effort gave up on that and went back to 4.5.3 using the latest plugin (3.3.1) and tried to ignore the issue for now. Then I discovered that the .gltf file is a text file :) and lo and behold, there's that alpha setting which is absent from the latest plugins. So I replaced the default:

"alphaMode" : "BLEND" with "OPAQUE"

for my problem textures, and ... hey presto! As a bonus, that also solved the problem of my textures turning black at night, even when lit by a light source.

Cheers everyone!
 
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