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MSFS tutorial for pbr texture in fs2020

A question....for every textures that I have, does the button ( for example Rednone) give or take away the channel? Because if, for example AO texture, must have only red channel I must delete green and blue Map....but I can push only one buttom....
No, they are not mutually exclusive. What we are doing here is saying that pixel 0,0 has a:
  1. AO value from the Red channel
  2. Roughness value from the Green channel
  3. and a Metalness value from the Blue channel.
 
Appreciate all the responses , but I’m not getting an end to end steps / tutorial described. All the explanations so far may help the seasoned experienced texture painter but not to a novice like me. Again, my scenario is this: I’ve imported a fsx native airplane model with finished textures, with main, spec and bump files, into MSFS 2020. The fsx texture loads fine but does not display any pbr effects seen in msfs 2020 default textures. I like to introduce shiny and metal effects. I use gimp and now materialize as advised by Oz and riptide. I know the concept of adjusting the rgb, blue and green, to achieve the desired effects, but I’m missing steps along the way. As described above, no msfs 2020 pbr effects are showing despite rgb adjustments. Any and all help welcomed.
FSX Native do not get PBR textures.

If you want to good stuff, it needs to be MSFS Native :D
 
I will try to have a tutorial written for Materialize done, but what Oz has done is correct. The individual maps can be placed to their proper channels by Materialize automatically. If you wish to go through either Photoshop or GIMP, you would save each individual map from Materialize. There is only one benefit in going through Photoshop or GIMP and that is the bit type being used.

There has been a lot of questions concerning the workings of Materialize (specifically, the smoothness/ roughness map, to invert or not to invert.) Knowing how would or should benefit both P3D v4.5 and MSFS versions (for the latter, Photoshop or GIMP will need to be used) in creating PBRs.
 
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There has been a lot of questions concerning the workings of Materialize (specifically, the smoothness/ roughness map, to invert or not to invert.) Knowing how would or should benefit both MSFS and P3D v4.5 versions (for the latter, Photoshop or GIMP will need to be used) in creating PBRs.
For MSFS you MUST invert the smoothness map as it uses Roughness (which is the invert of smoothness)
 
For MSFS you MUST invert the smoothness map as it uses Roughness (which is the invert of smoothness)
I haven't used Materialize for some time now. Some have said that the smoothness from Materialize doesn't need to be inverted. This is suggesting that the smoothness is named incorrectly by the programmer.
 
Some have said that the smoothness from Materialize doesn't need to be inverted.
Not sure who this "some" are but I can confirm that if I do not invert the smoothness then my shiny parts are dull.
Point in case:
unknown.png

This is with a properlly inverted smoothness from Materialize (making it a roughness). Engine cowling needs to be tweaked down, but over all this is correct and looks good.
 
I'm glad that you comfirmed it. I haven't had the time to verify either way. Thanks! for that.
 
FSX Native do not get PBR textures.

If you want to good stuff, it needs to be MSFS Native :D
Thanks - that helps to know that FSX native do not get PBR textures. What about achieving a glossy / shiny texture effect? The default FSX models like the CRJ shown here have a glossy effect. Others like the Corsair have a shiny effect. Is this something that is influenced by the texture file or the model itself?
 

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Thanks - that helps to know that FSX native do not get PBR textures. What about achieving a glossy / shiny texture effect? The default FSX models like the CRJ shown here have a glossy effect. Others like the Corsair have a shiny effect. Is this something that is influenced by the texture file or the model itself?
You'll have to read up about the FSX Material properties sorry. Also, not all FSX materials show accurately in MSFS which is why it's better to focus on Native conversions instead of port-overs that will remain broken.
 
You'll have to read up about the FSX Material properties sorry. Also, not all FSX materials show accurately in MSFS which is why it's better to focus on Native conversions instead of port-overs that will remain broken.
Oz - thanks for being helpful and leading me in the right direction! I would have wasted more time trying to get something to work that will not work by design.
 
I came up with a - maybe - weird idea:

Creating a _COMP file - R (ao) G (smooth) B (metal) - usually results in a strange colored texture containing greyscale RGB channels with blurry silhouette like rims of the single objects contained in the albedo map.

What would happen if just 3 white colored channels are used to create the _COMP file, and the amount of shine or metallic would be controlled in MCX etc; would that have any disadvantages, or even would that be a complete no go? Or, what is the purpose, what do the silhouette like rims cause?
 
Doesn't work like that as the texture defines the value for each pixel. If a tractor is defined it will use that. If no comp texture defined then you can use the values.
 
Maybe a misunderstanding, I did not question the necessity of the _COMP, but would like to know, what the greyscale and the silhouette like rims do; do they influence shadows for example, or the amount of reflection at such gray or light or dark texture areas ...
 
Value of red affects the ambient occlusion
Value of green affects roughness (not smoothness)
Value of blue affects metallic
 
Is there a video of this procedure anywhere? We are a small developer trying to get out P3D aircraft textures up to MSFS PBR textures. Dont need complex, simple gloss or shine or reflection from smooth textures are what we need.
 
Is there a video of this procedure anywhere? We are a small developer trying to get out P3D aircraft textures up to MSFS PBR textures. Dont need complex, simple gloss or shine or reflection from smooth textures are what we need.
Replied to your PM :)
 
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