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MSFS20 Textures in shade are black

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unitedkingdom
Hey guys, trying to figure out how to do PBR textures and really struggling to make it work right. Starting off small with this simple box used to store fire extinguishers etc, been trying for a while now, one thing I don't know how to fix is the fact any faces of the object that are not in direct sunlight are black, not darker, just black for some reason, and the metal bits are also dark, anyone know how to fix this?

20210406002428_1.jpg

20210406002448_1.jpg


Also if anyone knows of a really step by step guide for TOTAL newbies that would be great, I can do models in blender but the textures side of things is kicking my butt and I haven't seen anything that doesn't go too fast and misses steps explaining everything needed to be done.

Thanks.
 
Can you please tell us what a "comp map" is? MCX offers 9 texture slots; albedo, bump, diffuse, emissive, environment, Fresnel, metallic, normal and specular. I do not believe there is an ambient occlusion map, I believe AO rendering is calculated from geometry, but this is not a conviction.

Based on information in this article, it seems possible you refer to the albedo map, is this correct?

However, MSFS does not support a "color map," so the implication would be that albedo maps must have no shadows at all, in order to render properly.
 
MSFS PBR textures use an albedo map, a 'comp' map and a normal map. The comp map has is made up of:
R channel: ambient occlusion
G channel: roughness map
B channel: metal map

I've never used MCX for MSFS, as I export directly from 3DS Max, and make my own comp using Materialize, but from a quick look, it seems that MCX uses the 'metal' material slot for the comp texture. Or to put it another way, it calls the comp material 'metal'. I'm not sure how MCX handles this, but I would guess that if you've ended up with a comp texture by any means, your R channel (AO) may be black, rather than mainly white. Some more info on the steps you've taken would certainly help.
 
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