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Vertex Color node into Base Color Multiplier node - Cycles render issue

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australia
Hi,

Wondering if someone can help me understand what's happening here. I have been having some trouble with the latest MSFS Standard material shader node structure and getting the albedo channel to render in cycles both in the viewport and the render output. I have tracked the problem down to the Vertex Color node (which is a renamed Color Attribute node) which feeds Alpha output into the Factor input of the Base Color Multiplier RGB node (which is a renamed Mix node).

1731406219615.png

Then this is setup like this (which is how it is by default when you first select MSFS Standard from the material properties panel), the material renders in cycles all white. Please forgive the quality it's just a quick render in the viewport to demonstrate.
1731406424808.png


If I remove the input to the Base Color Multiplier RGB node and set the Factor to 1.0 the material renders correctly (note the hair).
1731406490722.png

1731406510295.png


Does anyone have an explanation for this? What is feeding the Vertex Color node and why does it behave like this? As far as I can tell there are no vertex groups or colors defined in my mesh. I can go through and remove this link on all materials affected and it seems to export ok to the sim, but I am nervous about messsing around in the shader editor as I know it can get you into trouble.
 
It was suggested by me in the other thread that any baking and anything else needed to be done, do so prior to the Asobo's Addon is activated. In this case I would have 2 installs of Blender ( it is possible ). Changing anything within the Node Editor should not be done at anytime after the Asobo's Addon/exporter is activated. You are only corrupting the exporter.

You are adding the vertex color prior and not replacing or doing so after setting the color to "MS Standard" texture mode.
 
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Yes I think I read that thread and that's why I don't want to be messing around in the shader editor like this.

So it appears I am disconnecting the vertex color node from the RGB multiplier in order to make the material render correctly in cycles but this might break the export. Does anyone know of the intended method for this to work for both that doesn't require using the shader editor in this way.?
 
Did you try to create a vertex color of white, and see if there is a difference?
 
Yes I tried that. As soon as I actually apply any vertex color to the object, the object renders pink.
1731542286558.png
 
Can you give us a simple .blend example, zipped and attached, or perhaps as as cloud storage link? Also what version of Blender and Exporter are you using?
 
Sure. I have brought the above object into a new file.

As is, in cycles it will render all white (picks up the roughness, metallic and normal but no albedo) both in the rendered viewport and the rendered image.

If i color all vertices with white, it shows up pink as above. If I color all vertices with black it shows up pink as above. The only way to get it to render in cycles with the albedo texture is to disconnect the Vertex Color node from the RGB Multiplier and set the blend factor to 1.0.

I put the blender and exporter version in the tags for the thread. It's Blender 3.6.5 and Exported 1.3.3 but I have had this problem in Blender 3.1.2 with an older exporter as well.
 

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