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MSFS20 Why do some of some materials look vastly different in Blender and in FS? (problem)

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Issue: Certain materials are displayed in quite different fashions between Blender and FS20.

Breakthough is as follows. I attempted to create a wooden plank texture. First I used Node Wrangler to create a material from a texture package. It had the following contents:
  • AmbientOcclusion.jpg
  • Color.jpg
  • Displacement.jpg
  • NormalDX.jpg
  • NormalGL.jpg
  • Roughness.jpg
The 1st try looked like this:

If it matters, there's a plane mesh on top of everything. It includes a dirt texture, which doesn't look right here. It is set as "Decal" material in Blender.

Therefore I checked the logs and saw warnings:

I suppose "AmbientOcclusion.jpg" is the mentioned occlusionTexture. metallicRoughnessTexture doesn't exists?

Based on that I deleted ambient occlusion nodes from the materials (planks and supports) and it now looks like this:

The aforementioned procedure didn't do squat, as the same errors keep showing up.

Therefore, in sim, the plank material seems broken. It is repetetive, streched and nothing like in Blender.

(I created the first 3 planks manually and then used the Array modifier to create some variation.)

Weirdly, the different wood material beneath the planks looks passable.

What's the problem with my workflow?
 
Last edited:
You're not using MSFS materials. You need to take the separate Ambient Occlusion, Roughness and Metallic textures and combine them into a single metallicRoughnessTexture. MSFS won't do it for you nor will the exporter. If you get 3D texture packs from the internet they will have the textures separated but this won't work in MSFS.

You then use the MSFS plugin to add an MSFS material and fill the slots with Albedo, the metallic roughness occlusion texture you made and the normal map.

 
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