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	<id>http://www.fsdeveloper.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Vitus</id>
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	<updated>2026-05-18T09:49:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10788</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10788"/>
		<updated>2020-09-23T08:48:30Z</updated>

		<summary type="html">&lt;p&gt;Vitus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.40.0. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_aterial1.png|200px|thumb|left]]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png|200px|thumb|left]]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_lights1.png|200px|thumb|right]]Lights are automatically exported into the sim. Note however that not all parameters of the light will be exported to the sim. The values that are supported are:&lt;br /&gt;
* Color&lt;br /&gt;
* Power&lt;br /&gt;
* Shape-size (cone angle for spot lights)&lt;br /&gt;
&lt;br /&gt;
Furthermore, there are a few custom parameters to create flashing and rotating lights. You can find those under the light object&#039;s properties.&lt;br /&gt;
&lt;br /&gt;
Note that you can utilize point lights, however make sure to switch on &amp;quot;symmetry&amp;quot; to prevent clipping issues. No idea why that is, but it seems to help.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_export1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10787</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10787"/>
		<updated>2020-09-11T15:24:18Z</updated>

		<summary type="html">&lt;p&gt;Vitus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.37.0. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = warning&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that the current version 0.37.0 of the toolkit is NOT supported by Blender 2.9. I&#039;ll try to find a fix for that in a future update.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_aterial1.png|200px|thumb|left]]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png|200px|thumb|left]]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_lights1.png|200px|thumb|right]]Lights are automatically exported into the sim. Note however that not all parameters of the light will be exported to the sim. The values that are supported are:&lt;br /&gt;
* Color&lt;br /&gt;
* Power&lt;br /&gt;
* Shape-size (cone angle for spot lights)&lt;br /&gt;
&lt;br /&gt;
Furthermore, there are a few custom parameters to create flashing and rotating lights. You can find those under the light object&#039;s properties.&lt;br /&gt;
&lt;br /&gt;
Note that you can utilize point lights, however make sure to switch on &amp;quot;symmetry&amp;quot; to prevent clipping issues. No idea why that is, but it seems to help.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_export1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10786</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10786"/>
		<updated>2020-09-11T15:23:56Z</updated>

		<summary type="html">&lt;p&gt;Vitus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.37.0. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = warning&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that the current version 0.37.0 of the toolkit is NOT supported by Blender 2.9. I&#039;ll try to find a fix for that in a future update.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_aterial1.png|200px|thumb|left]]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png|200px|thumb|left]]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_lights1.png|200px|thumb|right]]Lights are automatically exported into the sim. Note however that not all parameters of the light will be exported to the sim. The values that are supported are:&lt;br /&gt;
* Color&lt;br /&gt;
* Power&lt;br /&gt;
* Shape-size (cone angle for spot lights)&lt;br /&gt;
&lt;br /&gt;
Furthermore, there are a few custom parameters to create flashing and rotating lights. You can find those under the light object&#039;s properties.&lt;br /&gt;
&lt;br /&gt;
Note that you can utilize point lights, however make sure to switch on &amp;quot;symmetry&amp;quot; to prevent clipping issues. No idea why that is, but it seems to help.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_export1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10785</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10785"/>
		<updated>2020-09-11T15:23:40Z</updated>

		<summary type="html">&lt;p&gt;Vitus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.37.0. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = warning&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Warning.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that the current version 0.37.0 of the toolkit is NOT supported by Blender 2.9. I&#039;ll try to find a fix for that in a future update.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_aterial1.png|200px|thumb|left]]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png|200px|thumb|left]]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_lights1.png|200px|thumb|right]]Lights are automatically exported into the sim. Note however that not all parameters of the light will be exported to the sim. The values that are supported are:&lt;br /&gt;
* Color&lt;br /&gt;
* Power&lt;br /&gt;
* Shape-size (cone angle for spot lights)&lt;br /&gt;
&lt;br /&gt;
Furthermore, there are a few custom parameters to create flashing and rotating lights. You can find those under the light object&#039;s properties.&lt;br /&gt;
&lt;br /&gt;
Note that you can utilize point lights, however make sure to switch on &amp;quot;symmetry&amp;quot; to prevent clipping issues. No idea why that is, but it seems to help.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_export1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10784</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10784"/>
		<updated>2020-09-10T21:55:28Z</updated>

		<summary type="html">&lt;p&gt;Vitus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.37.0. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_aterial1.png|200px|thumb|left]]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png|200px|thumb|left]]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_lights1.png|200px|thumb|right]]Lights are automatically exported into the sim. Note however that not all parameters of the light will be exported to the sim. The values that are supported are:&lt;br /&gt;
* Color&lt;br /&gt;
* Power&lt;br /&gt;
* Shape-size (cone angle for spot lights)&lt;br /&gt;
&lt;br /&gt;
Furthermore, there are a few custom parameters to create flashing and rotating lights. You can find those under the light object&#039;s properties.&lt;br /&gt;
&lt;br /&gt;
Note that you can utilize point lights, however make sure to switch on &amp;quot;symmetry&amp;quot; to prevent clipping issues. No idea why that is, but it seems to help.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_export1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10783</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10783"/>
		<updated>2020-09-02T12:59:48Z</updated>

		<summary type="html">&lt;p&gt;Vitus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.36.1. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_aterial1.png|200px|thumb|left]]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png|200px|thumb|left]]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_lights1.png|200px|thumb|right]]Lights are automatically exported into the sim. Note however that not all parameters of the light will be exported to the sim. The values that are supported are:&lt;br /&gt;
* Color&lt;br /&gt;
* Power&lt;br /&gt;
* Shape-size (cone angle for spot lights)&lt;br /&gt;
&lt;br /&gt;
Furthermore, there are a few custom parameters to create flashing and rotating lights. You can find those under the light object&#039;s properties.&lt;br /&gt;
&lt;br /&gt;
Note that you can utilize point lights, however make sure to switch on &amp;quot;symmetry&amp;quot; to prevent clipping issues. No idea why that is, but it seems to help.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_export1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10782</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10782"/>
		<updated>2020-08-31T22:09:33Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Lights */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.36.0. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_aterial1.png|200px|thumb|left]]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png|200px|thumb|left]]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_lights1.png|200px|thumb|right]]Lights are automatically exported into the sim. Note however that not all parameters of the light will be exported to the sim. The values that are supported are:&lt;br /&gt;
* Color&lt;br /&gt;
* Power&lt;br /&gt;
* Shape-size (cone angle for spot lights)&lt;br /&gt;
&lt;br /&gt;
Furthermore, there are a few custom parameters to create flashing and rotating lights. You can find those under the light object&#039;s properties.&lt;br /&gt;
&lt;br /&gt;
Note that you can utilize point lights, however make sure to switch on &amp;quot;symmetry&amp;quot; to prevent clipping issues. No idea why that is, but it seems to help.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_export1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10781</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10781"/>
		<updated>2020-08-31T11:09:59Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Lights */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.36.0. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_aterial1.png|200px|thumb|left]]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png|200px|thumb|left]]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_lights1.png|200px|thumb|right]]Lights are automatically exported into the sim. Note however that not all parameters of the light will be exported to the sim. The values that are supported are:&lt;br /&gt;
* Color&lt;br /&gt;
* Power&lt;br /&gt;
* Shape-size (cone angle for spot lights)&lt;br /&gt;
&lt;br /&gt;
Furthermore, there are a few custom parameters to create flashing and rotating lights. You can find those under the light object&#039;s properties.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_export1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10780</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10780"/>
		<updated>2020-08-30T23:39:36Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Export */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.36.0. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_aterial1.png|200px|thumb|left]]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png|200px|thumb|left]]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_lights1.png|200px|thumb|right]]Lights are automatically exported into the sim. Note however that not all parameters of the light will be exported to the sim. The values that are supported are:&lt;br /&gt;
- Color&lt;br /&gt;
- Power&lt;br /&gt;
- Shape-size (cone angle for spot lights)&lt;br /&gt;
&lt;br /&gt;
Furthermore, there are a few custom parameters to create flashing and rotating lights. You can find those under the light object&#039;s properties.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_export1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10779</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10779"/>
		<updated>2020-08-30T23:39:28Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Export */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.36.0. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_aterial1.png|200px|thumb|left]]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png|200px|thumb|left]]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_lights1.png|200px|thumb|right]]Lights are automatically exported into the sim. Note however that not all parameters of the light will be exported to the sim. The values that are supported are:&lt;br /&gt;
- Color&lt;br /&gt;
- Power&lt;br /&gt;
- Shape-size (cone angle for spot lights)&lt;br /&gt;
&lt;br /&gt;
Furthermore, there are a few custom parameters to create flashing and rotating lights. You can find those under the light object&#039;s properties.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
[[File:b2msfs_export1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10778</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10778"/>
		<updated>2020-08-30T23:38:53Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Export */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.36.0. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_aterial1.png|200px|thumb|left]]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png|200px|thumb|left]]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_lights1.png|200px|thumb|right]]Lights are automatically exported into the sim. Note however that not all parameters of the light will be exported to the sim. The values that are supported are:&lt;br /&gt;
- Color&lt;br /&gt;
- Power&lt;br /&gt;
- Shape-size (cone angle for spot lights)&lt;br /&gt;
&lt;br /&gt;
Furthermore, there are a few custom parameters to create flashing and rotating lights. You can find those under the light object&#039;s properties.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
[[File:b2msfs_export1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10777</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10777"/>
		<updated>2020-08-30T23:38:30Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Lights */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.36.0. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_aterial1.png|200px|thumb|left]]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png|200px|thumb|left]]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_lights1.png|200px|thumb|right]]Lights are automatically exported into the sim. Note however that not all parameters of the light will be exported to the sim. The values that are supported are:&lt;br /&gt;
- Color&lt;br /&gt;
- Power&lt;br /&gt;
- Shape-size (cone angle for spot lights)&lt;br /&gt;
&lt;br /&gt;
Furthermore, there are a few custom parameters to create flashing and rotating lights. You can find those under the light object&#039;s properties.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
[[File:b2msfs_export1.png|200px|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10776</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10776"/>
		<updated>2020-08-30T23:38:20Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.36.0. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_aterial1.png|200px|thumb|left]]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png|200px|thumb|left]]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_lights1.png|200px|thumb|right]]Lights are automatically exported into the sim. Note however that not all parameters of the light will be exported to the sim. The values that are supported are:&lt;br /&gt;
- Color&lt;br /&gt;
- Power&lt;br /&gt;
- Shape-size (cone angle for spot lights)&lt;br /&gt;
&lt;br /&gt;
Furthermore, there are a few custom parameters to create flashing and rotating lights. You can find those under the light object&#039;s properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
[[File:b2msfs_export1.png|200px|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10775</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10775"/>
		<updated>2020-08-30T23:37:06Z</updated>

		<summary type="html">&lt;p&gt;Vitus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.36.0. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_aterial1.png|200px|thumb|left]]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png|200px|thumb|left]]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_lights1.png|200px|thumb|right]]Lights are automatically exported into the sim. Note however that not all parameters of the light will be exported to the sim. The values that are supported are:&lt;br /&gt;
- Color&lt;br /&gt;
- Power&lt;br /&gt;
- Shape-size (cone angle for spot lights)&lt;br /&gt;
&lt;br /&gt;
Furthermore, there are a few custom parameters to create flashing and rotating lights. You can find those under the light object&#039;s properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
[[File:b2msfs_export1.png|200px|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:B2msfs_export1.png&amp;diff=10774</id>
		<title>File:B2msfs export1.png</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:B2msfs_export1.png&amp;diff=10774"/>
		<updated>2020-08-30T23:36:36Z</updated>

		<summary type="html">&lt;p&gt;Vitus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:B2msfs_lights1.png&amp;diff=10773</id>
		<title>File:B2msfs lights1.png</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:B2msfs_lights1.png&amp;diff=10773"/>
		<updated>2020-08-30T23:31:43Z</updated>

		<summary type="html">&lt;p&gt;Vitus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10770</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10770"/>
		<updated>2020-08-26T19:57:36Z</updated>

		<summary type="html">&lt;p&gt;Vitus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.32.1. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_aterial1.png|200px|thumb|left]]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png|200px|thumb|left]]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
&amp;lt;insert image&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10766</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10766"/>
		<updated>2020-08-17T22:56:29Z</updated>

		<summary type="html">&lt;p&gt;Vitus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.32.0. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_aterial1.png|200px|thumb|left]]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png|200px|thumb|left]]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
&amp;lt;insert image&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10765</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10765"/>
		<updated>2020-08-17T20:35:29Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.32.0. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_aterial1.png|200px|thumb|left]]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png|200px|thumb|left]]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
&amp;lt;insert image&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10764</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10764"/>
		<updated>2020-08-17T20:34:39Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.32.0. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material1.png|200px|thumb|left]]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png|200px|thumb|left]]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
&amp;lt;insert image&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10763</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10763"/>
		<updated>2020-08-17T20:34:02Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.32.0. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material1.png]|200px|thumb|left]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png]|200px|thumb|left]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
&amp;lt;insert image&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10762</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10762"/>
		<updated>2020-08-17T20:33:10Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.32.0. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material1.png]]The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:b2msfs_material2.png]]While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
&amp;lt;insert image&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:B2msfs_material2.png&amp;diff=10761</id>
		<title>File:B2msfs material2.png</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:B2msfs_material2.png&amp;diff=10761"/>
		<updated>2020-08-17T20:33:00Z</updated>

		<summary type="html">&lt;p&gt;Vitus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:B2msfs_aterial1.png&amp;diff=10760</id>
		<title>File:B2msfs aterial1.png</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:B2msfs_aterial1.png&amp;diff=10760"/>
		<updated>2020-08-17T20:32:41Z</updated>

		<summary type="html">&lt;p&gt;Vitus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10759</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10759"/>
		<updated>2020-08-17T20:20:30Z</updated>

		<summary type="html">&lt;p&gt;Vitus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2MSFS addon is 0.32.0. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = false&lt;br /&gt;
| P3D4 = false&lt;br /&gt;
| P3D3 = false&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSW = false&lt;br /&gt;
| FSX-SE = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| XP11 = false&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Blender addon allows you to create 3D assets for Microsoft Flight Simulator (2020). The addon is designed for Blender 2.83, and above.&lt;br /&gt;
&lt;br /&gt;
MSFS is using the Khronos&#039; glTF 2.0 file format with multiple custom extensions and extras for special material functions. While Blender 2.8x already ships with a glTF exporter, some changes had to be made to the exporter to facilitate some of the used extensions. These changes come fully integrated into this addon, in the form of modified call functions. These functions will make use of the existing Khronos glTF 2.0 exporter, while inserting some of the custom extensions for MSFS.&lt;br /&gt;
&lt;br /&gt;
In order to export all the available materials, select the &amp;quot;extended glTF 2.0 for MSFS&amp;quot; in the Export menu and make sure that the &amp;quot;Asobo Extensions&amp;quot; are enabled in the export options, under &amp;quot;Extensions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incompatibility with Blender2P3D/FSX ==&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the Blender2MSFS toolkit is incompatible with the Blender2P3D/FSX toolset. While there is no problem having both of them installed in Blender, you cannot use both of them at the same time for any particular blender scene. Instead, you have to keep separate Blender files both for MSFS and P3D/FSX.&lt;br /&gt;
The reason for this incompatibility is the fact that both addons customize the shader node tree to match the material counterpart of the sim. When changing a model’s material to a MSFS material, you will lose the material parameters for P3D/FSX, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
However, since exporting to MSFS has some other very specific requirements in contradiction to a P3D/FSX model, it is encouraged to keep those two models separate anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon features all 15 of the Microsoft Flight Simulator materials. To assign one of those flight simulator specific materials to an object, open the material option for a selected object and find the section “MSFS Material Params”.&lt;br /&gt;
Use the drop-down list to switch between the different material modes. After a material mode is selected, the addon will automatically rebuild the shader node tree in a way that is specific to the selected material type. Some materials contain special parameters which are revealed when those materials are selected.&lt;br /&gt;
&lt;br /&gt;
The shader node tree is also handled dynamically by the Blender2MSFS addon. This means that some of the nodes are not linked to the BSDF principled shader when the material is set up. Instead, those links are being generated only when textures are being assigned to the various texture slots in the MSFS material parameters.&lt;br /&gt;
&lt;br /&gt;
Because these links are generated by interacting with the MSFS material parameters, make sure to only use this custom interface to assign textures! Do not assign textures directly in the shader node tree, as that will not synchronize and update the shader accordingly.&lt;br /&gt;
&lt;br /&gt;
While we try to adjust the shader node tree in a way that it is representative of the shader of Flight Simulator, this is not always possible. While some of the more common materials, like “MSFS Standard” or “MSFS glass” look very similar in Blender and the sim, this is not always the case, due to the limitations of Blender and the BSDF principled node. That being said, we will try to improve the shader node tree for the various custom materials as we develop the next versions of this addon.&lt;br /&gt;
&lt;br /&gt;
Also note that not all of the materials have been undergoing some thorough testing. It is possible that some of the parameters currently don’t create the desired effect. If you find such a mis-match, please let me know in the Blender2MSFS support thread. &lt;br /&gt;
&lt;br /&gt;
Most of the materials and parameters are well documented in the MSFS SDK. You can find the information under “Asset creation-&amp;gt;glTF Materials”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS addon appends the Export options of Blender by an additional entry “extended glTF 2.0 for MSFS”, which, as the name suggests, can be used to produce MSFS compatible addons. When selecting this option, you’re presented with the following dialog:&lt;br /&gt;
&amp;lt;insert image&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== glTF formats ===&lt;br /&gt;
&lt;br /&gt;
glTF files can have three different forms: glTF binaries (.glb), glTF Embedded (.glTF) or glTF separate (.gltf + .bin + texture). For MSFS it is recommended to use the last of the three options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../textures” as an input, which will automatically copy the textures to a MSFS conform location.&lt;br /&gt;
That said, be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
&lt;br /&gt;
You can specify a copyright notice in the text input, this notice will be copied into the glTF file upon export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MSFS specific parameters ===&lt;br /&gt;
&lt;br /&gt;
The MSFS parameters contain options to auto-generate the model behavior file, a GUID or perform an LOD batch-export. Those options are described in detail further below.&lt;br /&gt;
&lt;br /&gt;
=== Other glTF specific parameters ===&lt;br /&gt;
&lt;br /&gt;
There’s many other parameters to further customize your glTF model. Those options are the same as the default glTF export options, therefore please refer to the Blender manual for more information.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
&lt;br /&gt;
As discussed above, glTF files can include “extensions” and “extras”, which are custom render-engine sets of parameters. The Flight Simulator is using those extensions extensively. Therefore, make sure that you have the “Asobo Extensions” enabled under “Extensions”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LOD batch-export ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the extended glTF2 exporter to generate multiple models of different level-of-detail (LOD) in one go. For this, you need to organize your Blender scene in the following manner:&lt;br /&gt;
&lt;br /&gt;
Each LOD model needs to be contained in a separate collection. Tha name of the collection needs to follow the pattern of x##, where ## is the identifying number of the LOD - e.g. x00, x01, x02, etc.&lt;br /&gt;
&lt;br /&gt;
When opening the exporter, expand the section labeled &amp;quot;MSFS&amp;quot; and enable the option &amp;quot;Batch export LODs&amp;quot;. The exporter will now automatically scan your Blender scene and export each of the x## collections in a separate object, called &amp;lt;modelname&amp;gt;_LOD##.gltf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Model behavior file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The export options allow you to automatically generate the model-behavior file for your model. To activate this option, open the &amp;quot;MSFS&amp;quot; panel in the export dialog and check the box for &amp;quot;Generate/Append XML file&amp;quot;. This will allow you to specify a filename for the XML file. Note that the filename will append the .xml file extension, if you don&#039;t add it. If a file by the specified filename already exists, the exporter will try to append it with new model information.&lt;br /&gt;
&lt;br /&gt;
When the &amp;quot;Generate GUID&amp;quot; option is selected, the exporter will first check if there is already an existing GUID generated for the model and create a new one if not. The GUID is then inserted into the file.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a batch-export for multiple LODs, the model information for the different LODs are automatically added to the behavior file. Note however that the values for the &amp;quot;minSize&amp;quot; might need some manual adjustment afterwards.&lt;br /&gt;
&lt;br /&gt;
At the moment, the model behavior file will not include any animations, mouse rects or other model behaviors, due to the lack of documentation in the SDK. This feature will be developed at a later date as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was coded by Otmar Nitsche, aka Vitus of Wing42 (www.wing42.com) and is provided, free of charge, to the flight simulator community under the Apache 2.0 licensing agreement. &lt;br /&gt;
&lt;br /&gt;
The Blender2MSFS toolkit was made possible by the generous donations and the support of a group of outstanding flight simulator developers.&lt;br /&gt;
&lt;br /&gt;
I want to thank everyone who took part in this process!&lt;br /&gt;
&lt;br /&gt;
Special thanks go to Dean Crawford (DC Designs) for getting the ball rolling! And many thanks to Selmar Kok, Lionel Fuentes and Luca Pierabella of Asobo Studios, who took time off their busy schedule to answer so many of our questions.&lt;br /&gt;
&lt;br /&gt;
Members of the team:&lt;br /&gt;
Otmar Nitsche (Wing42)&lt;br /&gt;
Dean Crawford (DC Design)&lt;br /&gt;
Bill Womack (iBlueYonder)&lt;br /&gt;
Raz Goeta (Gaya Simulations)&lt;br /&gt;
Finn Hansen (Orbx)&lt;br /&gt;
Alex Vletsas (SimWorks Studios)&lt;br /&gt;
Tony Wroblewski (W2XP)&lt;br /&gt;
Daniel Chircop (MS Design)&lt;br /&gt;
Mitsushi Yutaka (FS Painter)&lt;br /&gt;
Scott Armstrong (Aurora Simulations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2020 Otmar Nitsche&lt;br /&gt;
&lt;br /&gt;
The license of the software can be simplified as follows:&lt;br /&gt;
Do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
Use it personally, internally or commercially. Change it, redistribute it, sell it. You can credit the original authors. Or don’t, and collect all the glory for yourself.&lt;br /&gt;
&lt;br /&gt;
Here’s the legal bit:&lt;br /&gt;
&lt;br /&gt;
Licensed under the Apache License, Version 2.0 (the &amp;quot;License&amp;quot;);&lt;br /&gt;
you may not use this addon except in compliance with the License.&lt;br /&gt;
You may obtain a copy of the License at&lt;br /&gt;
&lt;br /&gt;
    http://www.apache.org/licenses/LICENSE-2.0&lt;br /&gt;
&lt;br /&gt;
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an &amp;quot;AS IS&amp;quot; BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10758</id>
		<title>Blender2MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS&amp;diff=10758"/>
		<updated>2020-08-17T11:46:31Z</updated>

		<summary type="html">&lt;p&gt;Vitus: Created page with &amp;quot;&amp;lt;Placeholder&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;Placeholder&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10757</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10757"/>
		<updated>2020-06-29T16:15:00Z</updated>

		<summary type="html">&lt;p&gt;Vitus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.98.21. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = unknown&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D5 = true&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into a XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your harddrive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. [[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
Version 0.98.21 introduces an easier way to assign your textures to the materials. Directly under the material mode selection, you&#039;ll find a list of available texture slots which you can use to populate the node tree. The different texture slots are directly linked with the node tree so that all textures assigned in the material ui will be passed on to the appropriate texture node.&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the uv for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
[NEW] Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in a industry standard way, with the color node of the normal texture node being plugged in directly to the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file which has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created .MDL format file into .BGL format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the .BGL file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the node tree to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10756</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10756"/>
		<updated>2020-06-05T10:59:24Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Export process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.98.21. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = unknown&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into a XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your harddrive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. [[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
Version 0.98.21 introduces an easier way to assign your textures to the materials. Directly under the material mode selection, you&#039;ll find a list of available texture slots which you can use to populate the node tree. The different texture slots are directly linked with the node tree so that all textures assigned in the material ui will be passed on to the appropriate texture node.&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the uv for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
[NEW] Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in a industry standard way, with the color node of the normal texture node being plugged in directly to the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file which has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created .MDL format file into .BGL format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the .BGL file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the node tree to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10755</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10755"/>
		<updated>2020-06-05T10:59:03Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Specular Material mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.98.21. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = unknown&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into a XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your harddrive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. [[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
Version 0.98.21 introduces an easier way to assign your textures to the materials. Directly under the material mode selection, you&#039;ll find a list of available texture slots which you can use to populate the node tree. The different texture slots are directly linked with the node tree so that all textures assigned in the material ui will be passed on to the appropriate texture node.&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the uv for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current node tree is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
[NEW] Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in a industry standard way, with the color node of the normal texture node being plugged in directly to the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file which has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created .MDL format file into .BGL format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the .BGL file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the shader graph to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10754</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10754"/>
		<updated>2020-06-05T10:58:38Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Material parameters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.98.21. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = unknown&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into a XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your harddrive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. [[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
Version 0.98.21 introduces an easier way to assign your textures to the materials. Directly under the material mode selection, you&#039;ll find a list of available texture slots which you can use to populate the node tree. The different texture slots are directly linked with the node tree so that all textures assigned in the material ui will be passed on to the appropriate texture node.&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the uv for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The node tree for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current shader graph is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
[NEW] Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in a industry standard way, with the color node of the normal texture node being plugged in directly to the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file which has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created .MDL format file into .BGL format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the .BGL file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the shader graph to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10753</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10753"/>
		<updated>2020-06-05T10:58:05Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Material parameters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.98.21. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = unknown&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into a XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your harddrive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. [[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s node tree and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current node tree with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
Version 0.98.21 introduces an easier way to assign your textures to the materials. Directly under the material mode selection, you&#039;ll find a list of available texture slots which you can use to populate the node tree. The different texture slots are directly linked with the node tree so that all textures assigned in the material ui will be passed on to the appropriate texture node.&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the node tree with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the uv for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the node tree and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the node tree in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the node tree, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The node tree for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the node tree will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the node tree to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the node tree and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The shader graph for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current shader graph is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The node tree will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR node tree, you can modify the Specular node tree in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
[NEW] Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the node tree for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in a industry standard way, with the color node of the normal texture node being plugged in directly to the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the node tree in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file which has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created .MDL format file into .BGL format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the .BGL file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the shader graph to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10752</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10752"/>
		<updated>2020-06-04T14:02:55Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Material parameters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.98.21. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = unknown&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into a XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your harddrive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;Please note that you should re-initialize your material if you are updating a scene from an older version of the Blender2P3D/FSX toolset. To do so, select your preferred option in the dropdown for the material mode selection. [[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to the Specular workflow.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s shader graph and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current shader graph with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
Version 0.98.21 introduces an easier way to assign your textures to the materials. Directly under the material mode selection, you&#039;ll find a list of available texture slots which you can use to populate the shader. The different texture slots are directly linked with the shader graph so that all textures assigned in the material ui will be passed on to the appropriate texture node.&lt;br /&gt;
&lt;br /&gt;
When assigning a new texture to any of the slots, a script will check if the texture is of the DDS format and if so, set up the shader graph with a WYSIWYG representation of the simulator&#039;s shader. To do this, the addon will perform these two steps:&lt;br /&gt;
1. vertically flipping the uv for the texture node&lt;br /&gt;
2. reversing the red-in-alpha action for the normal map, meaning you can input a P3D/FSX conform normal map and it&#039;ll show up correctly in Blender.&lt;br /&gt;
&lt;br /&gt;
The new material handling also incorporates the detail map in the shader graph and synchronizes the scaling of the detail map with the settings made in the Blender2P3D/FSX material panel.&lt;br /&gt;
&lt;br /&gt;
When exporting your scene, the exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the shader graph in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. Check if the (new) texture slots in the material panel are populated and use those if found.&lt;br /&gt;
2. If not, check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
3. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
4. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
5. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the shader graph, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The shader graph for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the shader graph will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the shader graph to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the shader graph and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
Note that for Prepar3Dv5, you can provide a reflection map in the blue channel of the metallic map, however this channel won&#039;t be displayed in Blender. If you use the reflective channel, make sure to tick the &amp;quot;Metallic map has reflection&amp;quot; in the Metallic properties of the material.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The shader graph for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current shader graph is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The shader graph will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR shader graph, you can modify the Specular shader graph in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
[NEW] Prepar3D and FSX use a non-standard approach to rendering normal maps and we took the approach on board when developing the shader graph for the P3D/FSX material. If you&#039;re using non-DDS files (.PSD, .tga, .png, etc), the shader is set up in a industry standard way, with the color node of the normal texture node being plugged in directly to the normal map node of the graph. However, if you&#039;re using DDS files, the addon will change the shader graph in a way that reflects the sim as closely as possible by reversing the mandatory red-in-alpha.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map will now automatically be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the normal map slot.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file which has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created .MDL format file into .BGL format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the .BGL file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the shader graph to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10751</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10751"/>
		<updated>2020-06-04T13:28:28Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Visibility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.98.21. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = unknown&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into a XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your harddrive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will open a list of available visibility tags, which you can attach to a selected object in the scene using the &amp;quot;Attach&amp;quot; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to Specular.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s shader graph and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current shader graph with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
The exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the shader graph in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
2. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
3. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
4. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the shader graph, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The shader graph for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the shader graph will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the shader graph to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the shader graph and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The shader graph for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current shader graph is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The shader graph will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR shader graph, you can modify the Specular shader graph in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps. This non-standard rendering path is taken into consideration in the Blender2P3D/FSX shader graphs. That means that you can use a normal map that is specifically prepared for P3D/FSX and plug it into the shader - it will render very closely to what you&#039;ll see in the flight simulator. The only change that is not taken into consideration is the vertical flip of the texture, so work with the un-flipped version of the texture in Blender.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file which has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created .MDL format file into .BGL format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the .BGL file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the shader graph to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Blender2P3DFSX_attach_visibility.jpg&amp;diff=10750</id>
		<title>File:Blender2P3DFSX attach visibility.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Blender2P3DFSX_attach_visibility.jpg&amp;diff=10750"/>
		<updated>2020-06-04T13:26:48Z</updated>

		<summary type="html">&lt;p&gt;Vitus: Vitus uploaded a new version of File:Blender2P3DFSX attach visibility.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Attachpoint properties for visibility. Blender2P3D/FSX toolset.&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10748</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10748"/>
		<updated>2020-06-02T16:47:23Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Credits and license */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.98.1. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = unknown&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into a XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your harddrive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will enable you to select a visibility tag from a large dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to Specular.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s shader graph and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current shader graph with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
The exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the shader graph in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
2. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
3. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
4. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the shader graph, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The shader graph for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the shader graph will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the shader graph to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the shader graph and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The shader graph for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current shader graph is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The shader graph will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR shader graph, you can modify the Specular shader graph in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps. This non-standard rendering path is taken into consideration in the Blender2P3D/FSX shader graphs. That means that you can use a normal map that is specifically prepared for P3D/FSX and plug it into the shader - it will render very closely to what you&#039;ll see in the flight simulator. The only change that is not taken into consideration is the vertical flip of the texture, so work with the un-flipped version of the texture in Blender.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file which has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created .MDL format file into .BGL format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the .BGL file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the shader graph to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche]. Further additions to the material workflow were added by [https://www.fsdeveloper.com/forum/members/dave-hoeffgen.14361/ David Hoeffgen] in 2020.&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10746</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10746"/>
		<updated>2020-05-16T14:04:30Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Configure the SDK */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.98.1. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = unknown&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize the SDK&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into a XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your harddrive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will enable you to select a visibility tag from a large dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to Specular.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s shader graph and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current shader graph with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
The exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the shader graph in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
2. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
3. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
4. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the shader graph, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The shader graph for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the shader graph will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the shader graph to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the shader graph and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The shader graph for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current shader graph is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The shader graph will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR shader graph, you can modify the Specular shader graph in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps. This non-standard rendering path is taken into consideration in the Blender2P3D/FSX shader graphs. That means that you can use a normal map that is specifically prepared for P3D/FSX and plug it into the shader - it will render very closely to what you&#039;ll see in the flight simulator. The only change that is not taken into consideration is the vertical flip of the texture, so work with the un-flipped version of the texture in Blender.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file which has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created .MDL format file into .BGL format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the .BGL file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the shader graph to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche].&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10745</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10745"/>
		<updated>2020-05-16T14:04:08Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Using the Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.98.1. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = unknown&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select which SDK you would like to utilize. If &amp;quot;Auto Detect SDK path&amp;quot; is enabled, simply click on &amp;quot;Initialize &amp;lt;P3D/FSX&amp;gt; Toolset&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into a XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your harddrive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will enable you to select a visibility tag from a large dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to Specular.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s shader graph and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current shader graph with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
The exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the shader graph in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
2. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
3. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
4. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the shader graph, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The shader graph for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the shader graph will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the shader graph to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the shader graph and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The shader graph for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current shader graph is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The shader graph will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR shader graph, you can modify the Specular shader graph in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps. This non-standard rendering path is taken into consideration in the Blender2P3D/FSX shader graphs. That means that you can use a normal map that is specifically prepared for P3D/FSX and plug it into the shader - it will render very closely to what you&#039;ll see in the flight simulator. The only change that is not taken into consideration is the vertical flip of the texture, so work with the un-flipped version of the texture in Blender.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file which has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created .MDL format file into .BGL format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the .BGL file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the shader graph to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche].&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Blender2p3dfsx_setup4.jpg&amp;diff=10744</id>
		<title>File:Blender2p3dfsx setup4.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Blender2p3dfsx_setup4.jpg&amp;diff=10744"/>
		<updated>2020-05-16T13:59:17Z</updated>

		<summary type="html">&lt;p&gt;Vitus: Vitus uploaded a new version of File:Blender2p3dfsx setup4.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step-by-step installation of the Blender2P3D/FSX toolset. Part 4.&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10741</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10741"/>
		<updated>2020-04-08T16:29:15Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Normal maps for PBR and Specular material */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.97.20. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = unknown&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select if you&#039;re prepping your scene for FSX or P3D. If you chose P3D, you also need to ensure that you have the correct version of the SDK selected. If &amp;quot;Auto Detect SDK&amp;quot; is enabled, simply click on &amp;quot;Initialize &amp;lt;P3D/FSX&amp;gt; Toolset&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into a XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your harddrive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will enable you to select a visibility tag from a large dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to Specular.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s shader graph and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current shader graph with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
The exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the shader graph in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
2. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
3. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
4. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the shader graph, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The shader graph for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the shader graph will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the shader graph to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the shader graph and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The shader graph for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current shader graph is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The shader graph will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR shader graph, you can modify the Specular shader graph in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps. This non-standard rendering path is taken into consideration in the Blender2P3D/FSX shader graphs. That means that you can use a normal map that is specifically prepared for P3D/FSX and plug it into the shader - it will render very closely to what you&#039;ll see in the flight simulator. The only change that is not taken into consideration is the vertical flip of the texture, so work with the un-flipped version of the texture in Blender.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the normal map should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file which has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created .MDL format file into .BGL format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the .BGL file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the shader graph to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche].&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10740</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10740"/>
		<updated>2020-04-08T16:28:54Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Metallic Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.97.20. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = unknown&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select if you&#039;re prepping your scene for FSX or P3D. If you chose P3D, you also need to ensure that you have the correct version of the SDK selected. If &amp;quot;Auto Detect SDK&amp;quot; is enabled, simply click on &amp;quot;Initialize &amp;lt;P3D/FSX&amp;gt; Toolset&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into a XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your harddrive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will enable you to select a visibility tag from a large dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to Specular.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s shader graph and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current shader graph with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
The exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the shader graph in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
2. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
3. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
4. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the shader graph, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The shader graph for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the shader graph will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the shader graph to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the shader graph and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
Please note that the color space of the metallic node should be changed to &amp;quot;non-color&amp;quot;, once you assigned a texture to the node.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The shader graph for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current shader graph is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The shader graph will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR shader graph, you can modify the Specular shader graph in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps. This non-standard rendering path is taken into consideration in the Blender2P3D/FSX shader graphs. That means that you can use a normal map that is specifically prepared for P3D/FSX and plug it into the shader - it will render very closely to what you&#039;ll see in the flight simulator. The only change that is not taken into consideration is the vertical flip of the texture, so work with the un-flipped version of the texture in Blender.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file which has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created .MDL format file into .BGL format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the .BGL file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the friendly name of the model [ex. Hangar_(date)_(time)_log.txt]. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the shader graph to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche].&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Template:Infobox-Applicable-FSVersion/doc&amp;diff=10737</id>
		<title>Template:Infobox-Applicable-FSVersion/doc</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Template:Infobox-Applicable-FSVersion/doc&amp;diff=10737"/>
		<updated>2020-04-05T14:53:34Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Useage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Ambox-Wiki-Editors}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = unknown&lt;br /&gt;
| FSXI = unknown&lt;br /&gt;
| P3D4 = unknown&lt;br /&gt;
| P3D3 = unknown&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = unknown&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = unknown&lt;br /&gt;
| FSXA = unknown&lt;br /&gt;
| FSX = unknown&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;Infobox-Applicable-FSVersion&#039;&#039;, (small box containing links, to right of this text),&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
provides &#039;&#039;at-a-glance&#039;&#039; indication of a page or category content&#039;s relevance to the various flight-simulator product versions. &lt;br /&gt;
&lt;br /&gt;
Applicable Green background &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Not Applicable Red background &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For demonstration purposes&#039;&#039; - This current page&#039;s &#039;&#039;Infobox-Applicable-FSVersion&#039;&#039; is set to &#039;&#039;FS2002&#039;&#039; and &#039;&#039;LM P3D2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
Many wiki pages contained -&lt;br /&gt;
* No information relevant to current or recent FS versions.&lt;br /&gt;
* No mention as to which FS version they applied to.&lt;br /&gt;
* No footer category FS-version listing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Applicable FS-Version&amp;quot; infobox provides -&lt;br /&gt;
* Instant recognition.&lt;br /&gt;
* Common reference point.&lt;br /&gt;
* Direct links to FS-Version&#039;s categories.&lt;br /&gt;
* Automatic footer generation of FS-Version &#039;&#039;Categories:&#039;&#039; links.&lt;br /&gt;
* Simple to place &amp;amp; edit.&lt;br /&gt;
* Extensible to suport future FS-versions.&lt;br /&gt;
* FSXA referenced as a seperate version, (~50 FSXA exclusive pages to be created).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The box should be present on every page, (article or category).&lt;br /&gt;
&lt;br /&gt;
=== Positioning ===&lt;br /&gt;
The box should be positioned at the top of the page.&lt;br /&gt;
&lt;br /&gt;
The box automatically aligns itself with the right-hand margin.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
* Copy the following code to your clipboard.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = unknown&lt;br /&gt;
| FSXI = unknown&lt;br /&gt;
| P3D4 = unknown&lt;br /&gt;
| P3D3 = unknown&lt;br /&gt;
| P3D2 = unknown&lt;br /&gt;
| P3D = unknown&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSXSE = unknown&lt;br /&gt;
| FSXA = unknown&lt;br /&gt;
| FSX = unknown&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Open the target page for insertion.&lt;br /&gt;
* Click the page&#039;s EDIT tab.&lt;br /&gt;
* Position the cursor in the top of the page&#039;s EDIT BOX, (before any text).&lt;br /&gt;
* Paste the code into the top line of the page.&lt;br /&gt;
* Edit the version applicability from &#039;&#039;&#039;unknown&#039;&#039;&#039;, to &#039;&#039;&#039;true&#039;&#039;&#039; or &#039;&#039;&#039;false&#039;&#039;&#039;, (case insensitive).&lt;br /&gt;
* &#039;&#039;Show Preview&#039;&#039; to check elements display as intended.&lt;br /&gt;
* &#039;&#039;Save Page&#039;&#039; to make your edits permanent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not delete any of the FS version &#039;&#039;categories&#039;&#039; &#039;&#039;&#039;.&lt;br /&gt;
* P3D2, (LM P3D version 2) - Placeholder, is commented out within the the downstream template, it will be activated on &#039;&#039;LM P3D2&#039;&#039; release.&lt;br /&gt;
* FSXI, (MS Flight) - Placeholder, is commented out within the the downstream template, it will be activated on &#039;&#039;MS Flight&#039;&#039; release.&lt;br /&gt;
* XP10 - Placeholder, is commented out within the the downstream template, it will be activated on request by admin.&lt;br /&gt;
* XP9 - Placeholder, is commented out within the the downstream template, it will be activated on request by admin.&lt;br /&gt;
&lt;br /&gt;
=== Editing an existing Infobox ===&lt;br /&gt;
Earlier versions of the infobox do not include all the FS-Versions.&lt;br /&gt;
&lt;br /&gt;
To update an infobox to provide full FS-Version coverage,&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
copy &amp;amp; paste the required lines into the infobox.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
=== Completed ===&lt;br /&gt;
* Added links to FS version category pages.&lt;br /&gt;
* Added link to this page.&lt;br /&gt;
* Modified the &amp;lt;nowiki&amp;gt;&amp;lt;div&amp;gt;&amp;lt;/nowiki&amp;gt; code to align it with top edge, (was displaced by 1em).&lt;br /&gt;
* Automatically generates the matching FS version &#039;&#039;&#039;Categories:&#039;&#039;&#039; footer entries.&lt;br /&gt;
* Removed - FS2000 &amp;amp; FS98 - If not required &#039;&#039;&#039;anywhere in the entire Wiki&#039;&#039;&#039;, I will then comment these out within the source template.&lt;br /&gt;
* Reworked - FSXI as MS Flight - Currently commented out within the source template.&lt;br /&gt;
* Added - XP10 &amp;amp; XP9 - If not required &#039;&#039;&#039;anywhere in the entire Wiki&#039;&#039;&#039;, I will then comment these out within the source template.&lt;br /&gt;
* Added - LM P3D &amp;amp; LM P3D v2 - The latter is currently commented-out in the source template.&lt;br /&gt;
&lt;br /&gt;
=== ToDo ===&lt;br /&gt;
* Add category generation suppression option for pages like this.&lt;br /&gt;
* Not sure if this is an issue - Modify &amp;lt;nowiki&amp;gt;&amp;lt;div&amp;gt;&amp;lt;/nowiki&amp;gt; so that &#039;&#039;boxes&#039;&#039; for &amp;lt;nowiki&amp;gt;&amp;lt;code&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;pre&amp;gt;&amp;lt;/nowiki&amp;gt; display correctly.&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10736</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10736"/>
		<updated>2020-03-31T16:08:19Z</updated>

		<summary type="html">&lt;p&gt;Vitus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.97.10. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = unknown&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select if you&#039;re prepping your scene for FSX or P3D. If you chose P3D, you also need to ensure that you have the correct version of the SDK selected. If &amp;quot;Auto Detect SDK&amp;quot; is enabled, simply click on &amp;quot;Initialize &amp;lt;P3D/FSX&amp;gt; Toolset&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into a XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your harddrive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will enable you to select a visibility tag from a large dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to Specular.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s shader graph and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current shader graph with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
The exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the shader graph in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
2. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
3. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
4. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the shader graph, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The shader graph for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the shader graph will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the shader graph to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the shader graph and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The shader graph for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current shader graph is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The shader graph will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR shader graph, you can modify the Specular shader graph in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps. This non-standard rendering path is taken into consideration in the Blender2P3D/FSX shader graphs. That means that you can use a normal map that is specifically prepared for P3D/FSX and plug it into the shader - it will render very closely to what you&#039;ll see in the flight simulator. The only change that is not taken into consideration is the vertical flip of the texture, so work with the un-flipped version of the texture in Blender.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file which has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created .MDL format file into .BGL format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the .BGL file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the name &#039;BlenderP3DFSXLog.txt&#039;. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the shader graph to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche].&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10735</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10735"/>
		<updated>2020-03-31T14:23:55Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Scenery properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;This guide is current work-in-progress, please stay tuned for more content.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.97. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = unknown&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select if you&#039;re prepping your scene for FSX or P3D. If you chose P3D, you also need to ensure that you have the correct version of the SDK selected. If &amp;quot;Auto Detect SDK&amp;quot; is enabled, simply click on &amp;quot;Initialize &amp;lt;P3D/FSX&amp;gt; Toolset&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into a XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[https://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX#Setting_up_your_scene Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your harddrive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will enable you to select a visibility tag from a large dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to Specular.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s shader graph and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current shader graph with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
The exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the shader graph in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
2. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
3. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
4. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the shader graph, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The shader graph for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the shader graph will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the shader graph to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the shader graph and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The shader graph for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current shader graph is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The shader graph will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR shader graph, you can modify the Specular shader graph in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps. This non-standard rendering path is taken into consideration in the Blender2P3D/FSX shader graphs. That means that you can use a normal map that is specifically prepared for P3D/FSX and plug it into the shader - it will render very closely to what you&#039;ll see in the flight simulator. The only change that is not taken into consideration is the vertical flip of the texture, so work with the un-flipped version of the texture in Blender.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file which has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created .MDL format file into .BGL format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the .BGL file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the name &#039;BlenderP3DFSXLog.txt&#039;. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the shader graph to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche].&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10734</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10734"/>
		<updated>2020-03-31T14:21:47Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Scenery properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;This guide is current work-in-progress, please stay tuned for more content.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.97. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = unknown&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select if you&#039;re prepping your scene for FSX or P3D. If you chose P3D, you also need to ensure that you have the correct version of the SDK selected. If &amp;quot;Auto Detect SDK&amp;quot; is enabled, simply click on &amp;quot;Initialize &amp;lt;P3D/FSX&amp;gt; Toolset&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into a XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your harddrive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will enable you to select a visibility tag from a large dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to Specular.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s shader graph and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current shader graph with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
The exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the shader graph in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
2. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
3. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
4. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the shader graph, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The shader graph for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the shader graph will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the shader graph to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the shader graph and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The shader graph for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current shader graph is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The shader graph will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR shader graph, you can modify the Specular shader graph in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps. This non-standard rendering path is taken into consideration in the Blender2P3D/FSX shader graphs. That means that you can use a normal map that is specifically prepared for P3D/FSX and plug it into the shader - it will render very closely to what you&#039;ll see in the flight simulator. The only change that is not taken into consideration is the vertical flip of the texture, so work with the un-flipped version of the texture in Blender.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file which has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created .MDL format file into .BGL format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the .BGL file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the name &#039;BlenderP3DFSXLog.txt&#039;. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the shader graph to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche].&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10733</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10733"/>
		<updated>2020-03-31T14:21:14Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Scenery properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;This guide is current work-in-progress, please stay tuned for more content.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.97. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FS2020 = unknown&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSW = unknown&lt;br /&gt;
| FSX-SE = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = unknown&lt;br /&gt;
| FS2002 = unknown&lt;br /&gt;
| XP11 = unknown&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select if you&#039;re prepping your scene for FSX or P3D. If you chose P3D, you also need to ensure that you have the correct version of the SDK selected. If &amp;quot;Auto Detect SDK&amp;quot; is enabled, simply click on &amp;quot;Initialize &amp;lt;P3D/FSX&amp;gt; Toolset&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[[image:Blender2P3DFSX Scenery.jpg|thumb|right|Scenery tool of the Blender2P3D/FSX addon.]]&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
=== Quicksave information ===&lt;br /&gt;
With the latest update of the toolkit you&#039;ll be able to quicksave the location data of your scene. To do so, go to the &#039;&#039;Load/Save scenery data&#039;&#039; section, enter a location name and click on &#039;&#039;Add Location&#039;&#039;. This will save all settings of latitude, longitude, etc. into a XML file on your hard drive. To recall any of those previously saved datasets, click on &#039;&#039;Load Location&#039;&#039;, to open a list of names of previously saved locations. Select the location you wish to load and click on &#039;&#039;LOAD&#039;&#039;. This will populate all fields of the Scenery Tools with those from the XML file.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no interface to remove entries from the list. But if you&#039;d like to edit or update your quick-save list, you can find the XML file in the following location:&lt;br /&gt;
%APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\config\p3d_locations.xml&lt;br /&gt;
&lt;br /&gt;
The addon will try to load the XML file whenever you initialize the SDK (see [[Setting up your scene]]). There will be a warning message in the system console of Blender if the file wasn&#039;t found on your harddrive. You can safely ignore this warning if you don&#039;t use this feature of the toolset.&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will enable you to select a visibility tag from a large dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to Specular.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s shader graph and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current shader graph with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
The exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the shader graph in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
2. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
3. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
4. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the shader graph, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The shader graph for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the shader graph will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the shader graph to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the shader graph and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The shader graph for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current shader graph is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The shader graph will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR shader graph, you can modify the Specular shader graph in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps. This non-standard rendering path is taken into consideration in the Blender2P3D/FSX shader graphs. That means that you can use a normal map that is specifically prepared for P3D/FSX and plug it into the shader - it will render very closely to what you&#039;ll see in the flight simulator. The only change that is not taken into consideration is the vertical flip of the texture, so work with the un-flipped version of the texture in Blender.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create an XML file which has all the scenery export information such as &#039;&#039;coordinates (latitude, longitude, altitude, pitch, bank, heading)&#039;&#039; and the &#039;&#039;scenery complexity&#039;&#039; of the scenery objects/model to be exported (by default &#039;&#039;Scenery Complexity = Normal&#039;&#039;). Then, it will convert the created .MDL format file into .BGL format file which then can be used directly in the simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will create a SAMPLE XML file to show the developer how the scenery xml file should be written. &#039;&#039;Remember to only select this option if you wish to create the .BGL file manually/by your own&#039;&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the name &#039;BlenderP3DFSXLog.txt&#039;. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;&#039;&#039;Export Animations&#039;&#039;&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and UV coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the shader graph to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export animations and LODs&#039;&#039;&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;&#039;&#039;Export MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. If &amp;quot;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&amp;quot; has been selected in the exporter window, the created .MDL format file will run through an application called bglcomp [which is an in-build application comes with the Software Development (Kit)] to create the Flight Simulator use .BGL format file. This BGL format file can be used directly in the simulator later.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche].&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Blender2P3DFSX_Scenery.jpg&amp;diff=10732</id>
		<title>File:Blender2P3DFSX Scenery.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Blender2P3DFSX_Scenery.jpg&amp;diff=10732"/>
		<updated>2020-03-31T14:11:36Z</updated>

		<summary type="html">&lt;p&gt;Vitus: Scenery Tools for the Blender2P3D/FSX toolset.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scenery Tools for the Blender2P3D/FSX toolset.&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10666</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10666"/>
		<updated>2020-03-27T19:20:36Z</updated>

		<summary type="html">&lt;p&gt;Vitus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;This guide is current work-in-progress, please stay tuned for more content.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.97. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| MSFS = false&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select if you&#039;re prepping your scene for FSX or P3D. If you chose P3D, you also need to ensure that you have the correct version of the SDK selected. If &amp;quot;Auto Detect SDK&amp;quot; is enabled, simply click on &amp;quot;Initialize &amp;lt;P3D/FSX&amp;gt; Toolset&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will enable you to select a visibility tag from a large dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to Specular.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s shader graph and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current shader graph with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
The exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the shader graph in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
2. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
3. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
4. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the shader graph, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The shader graph for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the shader graph will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the shader graph to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the shader graph and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The shader graph for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current shader graph is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The shader graph will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR shader graph, you can modify the Specular shader graph in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps. This non-standard rendering path is taken into consideration in the Blender2P3D/FSX shader graphs. That means that you can use a normal map that is specifically prepared for P3D/FSX and plug it into the shader - it will render very closely to what you&#039;ll see in the flight simulator. The only change that is not taken into consideration is the vertical flip of the texture, so work with the un-flipped version of the texture in Blender.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
This will create an XML file which has all the scenery export information such as coordinates (latitude, longitude, altitude, pitch, bank, heading) and the scenery complexity of the scenery objects/model to be exported (by default Scenery Complexity = Normal). Then, it will convert the created .MDL format file into .BGL format which can be used directly in simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
This will create a SAMPLE XML file to show the developer how the scenery xml file should be written. Only select this if you wish to do it manually.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the name &#039;BlenderP3DFSXLog.txt&#039;. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;Export Animations&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and uv coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the shader graph to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;Export animations and LODs&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;Export MDL&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. After the .MDL format file has been created, it will run through an application called bglcomp (which is an in build application which comes with the Software Development Kit) to create the Flight Simulator use BGL format file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche].&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10665</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10665"/>
		<updated>2020-03-27T18:19:18Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;This guide is current work-in-progress, please stay tuned for more content.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.97. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v1.x, v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select if you&#039;re prepping your scene for FSX or P3D. If you chose P3D, you also need to ensure that you have the correct version of the SDK selected. If &amp;quot;Auto Detect SDK&amp;quot; is enabled, simply click on &amp;quot;Initialize &amp;lt;P3D/FSX&amp;gt; Toolset&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will enable you to select a visibility tag from a large dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to Specular.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s shader graph and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current shader graph with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
The exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the shader graph in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
2. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
3. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
4. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the shader graph, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The shader graph for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the shader graph will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the shader graph to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the shader graph and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The shader graph for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current shader graph is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The shader graph will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR shader graph, you can modify the Specular shader graph in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps. This non-standard rendering path is taken into consideration in the Blender2P3D/FSX shader graphs. That means that you can use a normal map that is specifically prepared for P3D/FSX and plug it into the shader - it will render very closely to what you&#039;ll see in the flight simulator. The only change that is not taken into consideration is the vertical flip of the texture, so work with the un-flipped version of the texture in Blender.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
This will create an XML file which has all the scenery export information such as coordinates (latitude, longitude, altitude, pitch, bank, heading) and the scenery complexity of the scenery objects/model to be exported (by default Scenery Complexity = Normal). Then, it will convert the created .MDL format file into .BGL format which can be used directly in simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
This will create a SAMPLE XML file to show the developer how the scenery xml file should be written. Only select this if you wish to do it manually.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the name &#039;BlenderP3DFSXLog.txt&#039;. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;Export Animations&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and uv coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the shader graph to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;Export animations and LODs&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;Export MDL&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. After the .MDL format file has been created, it will run through an application called bglcomp (which is an in build application which comes with the Software Development Kit) to create the Flight Simulator use BGL format file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche].&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10664</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10664"/>
		<updated>2020-03-27T18:10:24Z</updated>

		<summary type="html">&lt;p&gt;Vitus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;This guide is current work-in-progress, please stay tuned for more content.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.97. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select if you&#039;re prepping your scene for FSX or P3D. If you chose P3D, you also need to ensure that you have the correct version of the SDK selected. If &amp;quot;Auto Detect SDK&amp;quot; is enabled, simply click on &amp;quot;Initialize &amp;lt;P3D/FSX&amp;gt; Toolset&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will enable you to select a visibility tag from a large dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to Specular.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s shader graph and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current shader graph with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
The exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the shader graph in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
2. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
3. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
4. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the shader graph, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The shader graph for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the shader graph will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the shader graph to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the shader graph and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The shader graph for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current shader graph is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The shader graph will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR shader graph, you can modify the Specular shader graph in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps. This non-standard rendering path is taken into consideration in the Blender2P3D/FSX shader graphs. That means that you can use a normal map that is specifically prepared for P3D/FSX and plug it into the shader - it will render very closely to what you&#039;ll see in the flight simulator. The only change that is not taken into consideration is the vertical flip of the texture, so work with the un-flipped version of the texture in Blender.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
This will create an XML file which has all the scenery export information such as coordinates (latitude, longitude, altitude, pitch, bank, heading) and the scenery complexity of the scenery objects/model to be exported (by default Scenery Complexity = Normal). Then, it will convert the created .MDL format file into .BGL format which can be used directly in simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
This will create a SAMPLE XML file to show the developer how the scenery xml file should be written. Only select this if you wish to do it manually.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the name &#039;BlenderP3DFSXLog.txt&#039;. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;Export Animations&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and uv coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the shader graph to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;Export animations and LODs&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;Export MDL&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. After the .MDL format file has been created, it will run through an application called bglcomp (which is an in build application which comes with the Software Development Kit) to create the Flight Simulator use BGL format file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
&lt;br /&gt;
Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
&lt;br /&gt;
= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche].&lt;br /&gt;
&lt;br /&gt;
Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
&lt;br /&gt;
The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10663</id>
		<title>Blender2P3D/FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Blender2P3D/FSX&amp;diff=10663"/>
		<updated>2020-03-27T18:07:41Z</updated>

		<summary type="html">&lt;p&gt;Vitus: /* Attachpoints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;This guide is current work-in-progress, please stay tuned for more content.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| imageleft = [[Image:40px-Emblem-Info.png|40px]]&lt;br /&gt;
| imageright = [[Image:Broom icon.jpg|40px]]&lt;br /&gt;
| style = width: 100%; color: black; font-weight: bold; background:#EFFFB0; font-style: italic&lt;br /&gt;
| text  = &amp;lt;small&amp;gt;The current version of the Blender2P3D/FSX addon is 0.97. Please note that this addon is still in a testing stage and is subject to change. Use it at your own discretion.[[User:Vitus|Vitus]] ([[User talk:Vitus|talk]])&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D4 = true&lt;br /&gt;
| P3D3 = true&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blender2P3D/FSX toolset&#039;&#039;&#039; is an addon for [http://www.blender.org/download/ Blender]. This addon is a continuation of the [[Blender2FSX Toolset manual]] and it incorporates compatibility with the latest API for Blender version 2.8x and above. The new toolset also features full support of PBR materials for Lockheed Martin&#039;s Prepar3D v4.4 and above, as well as some changes to the interface and file structure of the addon.&lt;br /&gt;
This wiki will help you install and use the new toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Windows 10 or 8.x&lt;br /&gt;
&lt;br /&gt;
* Microsoft Flight Simulator X SDK &#039;&#039;&#039;&#039;&#039;including updates&#039;&#039;&#039; to SP2 or Acceleration&#039;&#039; or&lt;br /&gt;
&lt;br /&gt;
* Lockheed Martin Prepar3D SDK v2.x, v3.x, &amp;amp; v4.x&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/download/ Blender] (version: &#039;&#039;&#039;v2.8&#039;&#039;&#039; or above)&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:blender2p3dfsx_setup1.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup2.jpg&lt;br /&gt;
Image:blender2p3dfsx_setup3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
After downloading the addon, open Blender 2.8x and open the Preferences (Edit-&amp;gt;Preferences). Navigate to the &amp;quot;Add-ons&amp;quot; tab and click on &amp;quot;Install...&amp;quot;. &lt;br /&gt;
In the file manager, navigate to the Blender2P3DFSX.zip file, select it and click on &amp;quot;Install Add-on&amp;quot;. This will extract the content of the zip file to your Blender script folder (by default under: %APPDATA%\Blender Foundation\Blender\&amp;lt;version number&amp;gt;\scripts\addons). Next, you need to activate the addon by clicking on the check-mark next to &amp;quot;3DView: P3D/FSX Toolset&amp;quot;. That should enable the addon and the various panels and properties. Close the Preferences window.&lt;br /&gt;
&lt;br /&gt;
To ensure that the addon was correctly installed, press &amp;quot;N&amp;quot; on your keyboard while the mouse pointer is in one of the main viewports. This should open the main panels of the addon under the tab named &amp;quot;P3D/FSX&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Using the Tools =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Blender2p3dfsx setup4.jpg|thumb|right|P3D/FSX Toolset panels]]&lt;br /&gt;
Once installed, the Blender2P3D/FSX toolset will append the list of toolkit panels in your viewport. Press &amp;quot;N&amp;quot; to open or close the list of tools. There will be a new entry named &amp;quot;P3D/FSX&amp;quot;, which gives access to the tools of this addon. The different tools are organized in different panels, which are grouped by function.&lt;br /&gt;
The addon adds object properties to the scene. These properties are for instance the references to the various SDKs you can utilize or object properties like attached animations or scenery properties. &lt;br /&gt;
Furthermore, the addon will append the material parameters by P3D or FSX specific parameters.&lt;br /&gt;
Lastly, the addon extends the exporter capabilities and allows you to export your scene to an x-file format and from there calls XToMdl.exe to generate a Prapar3D/Flight Simulator X compatible 3d model.&lt;br /&gt;
&lt;br /&gt;
== Setting up your scene ==&lt;br /&gt;
To ensure that your 3d asset export properly to Prepar3D or Flight Simulator X, you must make sure to prepare and configure the Blender scene. To get started, open the toolset panels by pressing &amp;quot;N&amp;quot; on your keyboard with the main viewport being in focus. This will open a list of panel you have currently activated in your Blender configuration. Click on the tab &amp;quot;P3D/FSX&amp;quot; to bring up the panels of the Blender2P3D/FSX toolset.&lt;br /&gt;
=== Configure the SDK ===&lt;br /&gt;
Firstly, go to the &#039;&#039;P3D/FSX Toolset Settings&#039;&#039; and select if you&#039;re prepping your scene for FSX or P3D. If you chose P3D, you also need to ensure that you have the correct version of the SDK selected. If &amp;quot;Auto Detect SDK&amp;quot; is enabled, simply click on &amp;quot;Initialize &amp;lt;P3D/FSX&amp;gt; Toolset&amp;quot;. The addon will then lookup the file paths of the SDK in the Windows registry. This method should work in 99% of the cases, however if the Addon cannot find the file paths, you can also use the &#039;&#039;Manually Find ModelDef file&#039;&#039; option to set up the path.&lt;br /&gt;
Please note that it is necessary to initialize the SDK every time you restart Blender, or load a new scene. This way you ensure that all entries of the modeldef.xml are properly loaded into Blender.&lt;br /&gt;
=== Configure the scene ===&lt;br /&gt;
In order for your 3d asset to export properly, you have to ensure that both a GUID and a friendly name are assigned to your scene. To do so, open the &#039;&#039;P3D/FSX File Properties&#039;&#039; panel and type the friendly name in the first edit box. You can use the button &#039;&#039;Generate GUID&#039;&#039; to automatically generate a valid GUID for your scene. Alternatively, you can generate the GUID externally and copy and paste the string into the GUID edit box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scenery properties ==&lt;br /&gt;
[feel free to enter the information here.]&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
[[Image:Blender2p3dfsx animation tool.jpg|thumb|left|The Animation tool of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
To register an animation for a P3D/FSX asset, open the &#039;&#039;P3D/FSX Animation Tool&#039;&#039; panel. You will be presented with a list of animations, as found in the modeldef.xml file. To assign an animation to a selected object, choose it from the list and click on &#039;&#039;Assign&#039;&#039;. You can use the search function to filter the list for certain keywords, click on the little arrow on the bottom of the list to expose the search bar.&lt;br /&gt;
[[Image:Blender2p3dfsx object properties.jpg|thumb|right|Object properties for the Blender2P3D/FSX toolset.]]&lt;br /&gt;
Once an animation has been assigned, make sure to enter an animation length in the object&#039;s properties as well. Open the objects properties panel and scroll to the &#039;&#039;P3D/FSX Properties&#039;&#039; section. Here, you&#039;ll find the properties of the attached animation as well as a list of all utilized attachpoints for that object.&lt;br /&gt;
You can also delete an animation by clicking on the &#039;&#039;Clear&#039;&#039; button.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Attachpoints ==&lt;br /&gt;
Open the Attach Tool to access the various options for attachpoints. You can activate or deactivate a number of different functions by clicking on the corresponding buttons in the list. The buttons turn blue when active. Don&#039;t forget to assign the selected attachpoint and its parameters to an object by selecting the object in the scene and clicking on &#039;&#039;Attach&#039;&#039; on the bottom of the panel.&lt;br /&gt;
To see what attachpoints are active for any given object in the scene, select the object and open the object properties. Under &#039;&#039;P3D/FSX Properties&#039;&#039;, you&#039;ll find a list of all attachpoints under the animation properties for the selected object.&lt;br /&gt;
=== Effects ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach effect.jpg|thumb|left|Attachpoint properties for effects.]]&lt;br /&gt;
To attach an effect to an object in your scene, click on the &#039;&#039;Effect&#039;&#039; button in the P3D/FSX Attach Tool panel. This will extend the panel and allow you to specify the parameters of the effect you&#039;d like to attach.&lt;br /&gt;
* &#039;&#039;&#039;Name&#039;&#039;&#039;: set an attachpoint name for the object.&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: type the filename of the effect you would like to attach to the object.&lt;br /&gt;
* &#039;&#039;&#039;Param&#039;&#039;&#039;: define paramters for the effect. Those can be, for instance, conditions for the effect to trigger. Refer to the P3D/FSX SDK for more information on valid syntax for this field.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach visibility.jpg|thumb|left|Attachpoint properties for visibility.]]&lt;br /&gt;
Add a visibility tag to the selected object by clicking on &#039;&#039;Visibility&#039;&#039; on the P3D/FSX Attach Tool panel. This will enable you to select a visibility tag from a large dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== MouseRect ===&lt;br /&gt;
[[Image:attach mouserect.jpg|thumb|left|Attachpoint properties for mouse rects.]]&lt;br /&gt;
To add a mouserect to the selected object in the scene, click on &#039;&#039;Mouse Rect&#039;&#039;. This will reveal a dropdown list of all available mouse rects, as defined in the modeldef.xml file.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Platform ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach platform.jpg|thumb|left|Attachpoint properties for platforms.]]&lt;br /&gt;
You can define an object as a &amp;quot;platform&amp;quot; by activating &#039;&#039;Platform&#039;&#039; in the P3D/FSX Attach Tool panel. Make sure to select a surface property for the platform in the dropdown list.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== No Crash ===&lt;br /&gt;
Enable the no crash flag for the selected object in the scene by clicking on &#039;&#039;No Crash&#039;&#039; in the P3D/FSX Attach Tool panel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Empty ===&lt;br /&gt;
[[Image:Blender2P3DFSX attach empty.jpg|thumb|left|Attachpoint properties for empty attachpoints.]]&lt;br /&gt;
You can also attach an empty attachpoint to an object in the scene by clicking on &#039;&#039;Empty&#039;&#039; in the P3D/FSX Attach Tool panel. This will enable you to assign a name for the attachpoint. These empty attachpoints can be used for instance to create the various equipment for aircraft carriers. Simply assign one of the keywords to the object to trigger the wanted behavior of the object. Valid names are:&lt;br /&gt;
*attachpt_catapult_start_n,&lt;br /&gt;
*attachpt_catapult_end_n,&lt;br /&gt;
*attachpt_blast_shield_n,&lt;br /&gt;
*attachpt_runway_start,&lt;br /&gt;
*attachpt_runway_end,&lt;br /&gt;
*attachpt_runway_edg,&lt;br /&gt;
*attachpt_cable_n_1,&lt;br /&gt;
*attachpt_cable_n_2.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material parameters ==&lt;br /&gt;
The P3D/FSX Blender toolset will extend the material properties to include flight simulator specific parameters. Make sure to carefully go through the list of properties to make sure that your material is ready for export.&lt;br /&gt;
The most fundamental parameter is the main material mode. You can choose between &amp;quot;PBR Material&amp;quot;, &amp;quot;Specular Material&amp;quot; and &amp;quot;Disabled&amp;quot;. Note that any material with the mode being set to &amp;quot;disabled&amp;quot; will be skipped during the export process. Also note that the PBR material is only available for models used in Prepar3D version 4.4 or higher. Therefore, if you are preparing a model for FSX or older versions of Prepar3d, make sure to have the material mode set to Specular.&lt;br /&gt;
&lt;br /&gt;
The P3D/FSX Blender toolset is making use of Blender&#039;s shader graph and as a result it is important that your materials comply with the conventions of the addon&#039;s exporter. Whenever you change between different material modes, a script will automatically replace the current shader graph with one that is compatible with the chosen material mode. This means that currently you will have to re-assign all textures every time you change the material mode!&lt;br /&gt;
&lt;br /&gt;
The exporter will run an analysis on all materials to extract the texture information. This is done in two ways, by checking what texture nodes connect to the relevant input nodes and by looking for specific node names. This way, it is possible to modify the shader graph in Blender while retaining the ability to export the materials properly. The texture paths are searched for in the following manner:&lt;br /&gt;
1. check the relevant input socket of the BSDF Principled shader node&lt;br /&gt;
2. follow all the links from that node and create a list of texture image nodes&lt;br /&gt;
3. if there are more than one texture image nodes directly or indirectly connected to the input socket, check the name of both and see if it matches&lt;br /&gt;
4. if there are NO texture image nodes connected to the input socket, search through ALL the texture image nodes of the graph, check if the name matches.&lt;br /&gt;
&lt;br /&gt;
On creation of the shader graph, the texture image nodes will be given their corresponding names. Those are:&lt;br /&gt;
&amp;quot;diffuse&amp;quot; for the diffuse/albedo texture&lt;br /&gt;
&amp;quot;specular&amp;quot; for the specular texture&lt;br /&gt;
&amp;quot;metallic&amp;quot; for the metallic/smoothness/ao texture&lt;br /&gt;
&amp;quot;emissive&amp;quot; for the emissive/lightmap texture&lt;br /&gt;
&amp;quot;normal&amp;quot; for the normal/bump map texture&lt;br /&gt;
&lt;br /&gt;
I suggest not to delete any of those texture nodes, in case you&#039;ll need them at a later stage. If you don&#039;t want a certain texture map to show up on your model, just disconnect the corresponding link.&lt;br /&gt;
&lt;br /&gt;
By default, the emissive image texture is not connected to anything. If you want to see the effects of your lightmap on the model in Blender, simply link the texture node with the input socket labeled &amp;quot;Emission&amp;quot;/&amp;quot;Emissive Color&amp;quot;. Note that the emissive map doesn&#039;t have to be linked with the base shader node in order for the lightmap texture being found by the exporter!&lt;br /&gt;
&lt;br /&gt;
=== PBR Material mode ===&lt;br /&gt;
[[Image:Pbr shader.jpg|thumb|right|The shader graph for PBR material.]]&lt;br /&gt;
When you switch to the PBR Material mode, the shader graph will be populated with a &amp;quot;BSDF Principled&amp;quot; node and a number of nodes that are linked up with the principled&#039;s input sockets. You can revise the material at any point by removing nodes or links. You can also add logic blocks between existing links and observe the effects in the viewport. Keep in mind however, that those type of changes will have no effect on the model when you export it to Prepar3D.&lt;br /&gt;
&lt;br /&gt;
==== Albedo/Diffuse Map ====&lt;br /&gt;
The Albedo/Diffuse map uses the &amp;quot;Base Color&amp;quot; input socket of the BSDF Principled node. By default, the Alpha channel of the texture node is linked with the Alpha input socket of the BSDF node. For all opaque materials this should have no effect, but for transparent materials it is important that the link remains.&lt;br /&gt;
&lt;br /&gt;
It is possible to modify the shader graph to display the Ambient Occlusion channel of the metallic texture. To do that, add a &amp;quot;MixRGB&amp;quot; node to the shader graph and switch the blend mode to &amp;quot;multiply&amp;quot;. Next, connect the Color channel from the albedo texture node to input Color1 of the mixRGB node, and connect the green channel (&amp;quot;G&amp;quot;) from the &amp;quot;separate RGB&amp;quot; node of the metallic node to the Color2 input of the mixRGB node. Lastly, connect the output of the mixRGB node to the Base Color input of the BSDF Principled Shader node.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable Ambient occlusion in the scene render settings to not over-saturate the shading.&lt;br /&gt;
&lt;br /&gt;
==== Metallic Map ====&lt;br /&gt;
The metallic texture consists of three channels. The red channel represents the &amp;quot;metallicness&amp;quot; of the material, the alpha channel the &amp;quot;smoothness&amp;quot; and the green channel can contain an ambient occlusion map. Since Blender is using &amp;quot;roughness&amp;quot; rather than &amp;quot;smoothness&amp;quot;, it is necessary to invert the alpha channel of the metallic texture before plugging it into the BSDF Principled node. This is already done for you when you set up the material for PBR.&lt;br /&gt;
&lt;br /&gt;
By default, the AO map is omitted, see above if you want to display it in your scene.&lt;br /&gt;
&lt;br /&gt;
=== Specular Material mode ===&lt;br /&gt;
[[Image:Specular shader.jpg|thumb|right|The shader graph for specular material.]]&lt;br /&gt;
If you select &amp;quot;Specular Material&amp;quot; as the P3D/FSX material mode, the current shader graph is removed and replaced. The main shader node will now be an &amp;quot;Eevee Specular&amp;quot; node. The shader graph will be populated in a way that most closely represents the shader mechanics of FSX/P3D and all you need to do is adding your texture files to the various texture image nodes. As with the PBR shader graph, you can modify the Specular shader graph in any way you wish - as long as the original Texture image nodes and the Eevee Specular node remain, the exporter will be able to pick up the correct texture paths.&lt;br /&gt;
&lt;br /&gt;
Please note that since it is a node specifically designed for the Eevee render engine, material created in this way won&#039;t render properly if you switch the viewport render mode to &amp;quot;Cycles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Normal maps for PBR and Specular material ===&lt;br /&gt;
Prepar3D and FSX use a non-standard approach to rendering normal maps. This non-standard rendering path is taken into consideration in the Blender2P3D/FSX shader graphs. That means that you can use a normal map that is specifically prepared for P3D/FSX and plug it into the shader - it will render very closely to what you&#039;ll see in the flight simulator. The only change that is not taken into consideration is the vertical flip of the texture, so work with the un-flipped version of the texture in Blender.&lt;br /&gt;
&lt;br /&gt;
=== Environment/Reflection map ===&lt;br /&gt;
Oppose to P3D, Blender is using a global reflection map in conjunction with reflective materials. Depending on your requirements, it might be necessary for you to utilize different reflection maps for different materials. To accommodate this, you can link any reflection map to any material, using the Parameter &amp;quot;Reflection map&amp;quot; under the P3D/FSX material properties. However, any change to the file or file-path will not change anything about how reflections are presented in Blender.&lt;br /&gt;
If you would like to get an idea of how your reflection map works with your other material settings, you can manually change Blender&#039;s global reflection map. To do so, open the &amp;quot;World Properties&amp;quot; and under &amp;quot;Surface-&amp;gt;Color&amp;quot;, select &amp;quot;Environment Texture&amp;quot; as a new source for the world reflection map and navigate to your texture. Don&#039;t forget to change the render mode to &amp;quot;Viewport Shading&amp;quot;. Please note that changes to the world properties won&#039;t be taken into account when exporting your model to .X or .MDL.&lt;br /&gt;
&lt;br /&gt;
=== Transparency ===&lt;br /&gt;
If you&#039;re working with PBR material, switching your material to transparent is simple. In the P3D/FSX material settings change the &amp;quot;Render mode&amp;quot; to &amp;quot;Masked&amp;quot;. The transparency value is taken from the Alpha channel of the Albedo texture node and will be visualized in the viewport. Note that switching from &amp;quot;Opaque&amp;quot; to &amp;quot;Masked&amp;quot; will also enable Backface culling by default, this is simply done for your convenience, but you can switch it off at any time with no effect to the P3D/FSX model itself.&lt;br /&gt;
&lt;br /&gt;
Transparency for Specular material is currently not automated in this way, so any changes to the &amp;quot;Framebuffer Blend&amp;quot; properties of the material will have no effect on how the model is displayed in Blender. These values are, however, taken into consideration when you export your model and should work as expected.&lt;br /&gt;
&lt;br /&gt;
= Exporting to .X/.MDL =&lt;br /&gt;
[[Image:Blender2P3DFSX Export1.jpg|thumb|Export options of the Blender2P3D/FSX toolset.]]&lt;br /&gt;
An essential element of the Blender2P3D/FSX toolset is the ability to export a Blender scene directly into the .mdl format. You can access the exporter by clicking on File-&amp;gt;Export-&amp;gt;DirectX for P3D/FSX (.X/.MDL). This will open the export dialog. On the right side of the window you can choose various options for the export. Don&#039;t forget to enter a valid filename on the bottom of the screen before pressing &amp;quot;Export P3D/FSX .X file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: I recommend opening the Blender console before starting the export process. At the moment the exporter won&#039;t give you any visual feedback whether it&#039;s running or not, so checking on the console helps to make sure that everything is working smoothly. The console can be accessed through Window-&amp;gt;Toggle System Console.&lt;br /&gt;
&lt;br /&gt;
== Exporter options ==&lt;br /&gt;
&#039;&#039;&#039;Export only current selection&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is active, only the elements of your scene that are currently selected will be exported. This can be useful if you want to quickly check certain parts of the scene, without exporting everything at once.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apply all modifiers&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, every object in the scene will have their modifiers applied before being encoded into the .X file. It is important to have this option enabled, otherwise your model might not be displayed correctly in the sim.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Export animations and LOD&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
To make sure that the animations and LODs are being exported, this option should be enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skinned mesh&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If there are any skinned meshes in you scene, make sure to enable this option. Otherwise the skinned mesh animations are being omitted.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Export MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is selected, the exporter will automatically call the XToMdl.exe converter once the .x file is written. Enable this option to export directly into the Prapar3D/FSX compatible 3d model format.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create XML Scenery placement for this MDL&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
This will create an XML file which has all the scenery export information such as coordinates (latitude, longitude, altitude, pitch, bank, heading) and the scenery complexity of the scenery objects/model to be exported (by default Scenery Complexity = Normal). Then, it will convert the created .MDL format file into .BGL format which can be used directly in simulator.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Sample XML Scenery Placement&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
This will create a SAMPLE XML file to show the developer how the scenery xml file should be written. Only select this if you wish to do it manually.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Log File&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If this option is checked, a log file will be generated in the same folder you export your scene to. The log file is a simple text file with the name &#039;BlenderP3DFSXLog.txt&#039;. It can contain valuable information on the export progress if something goes wrong.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use BMP&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
If selected, all texture filenames will be changed to &amp;lt;filename&amp;gt;.bmp.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Export process ==&lt;br /&gt;
The exporter will generate an .X file and - if selected - a .xanim file, which will hold the geometric information of your model, as well as the specs of your materials. Some of the properties of the model will be taken directly from the Blender scene, whereas some properties come from the custom properties that the Blender2P3D/FSX addon adds to objects and materials.&lt;br /&gt;
&lt;br /&gt;
The following list describes the operation of the exporter step-by-step.&lt;br /&gt;
# &#039;&#039;&#039;Collecting object Information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will first go through the hierarchy of the scene and generate a list of exportable objects. Those objects are: meshes, bones and empty object if they have anything attached to it. The exporter will also check if the SDK was initialized, a modeldef.xml was found and if the scene contains a valid GUID and friendly name. If &amp;quot;Export Animations&amp;quot; was enabled in the export dialog, a list will be generated that contains information on every part that has an animation tag assigned to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing the header&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The header of the .x file contains templates for mesh and material information. Since P3D and FSX models differ slightly, the templates are being written depending on the selected SDK.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Outline of the scene&#039;s hierarchy&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;The exporter will write a quick outline of the scene&#039;s objects into the .X file. This outline has no function, but is informative to any one who needs to debug any errors during the export.&amp;lt;/p&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Writing scene information&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Next, the exporter will go through the list of eligible objects and encode the geometric information. This includes the position of the vertices, a list of polygons, mesh normals for each vertex, and uv coordinates.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Analyzing mesh materials&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;For each material, the exporter will analise the shader graph to find the relevant image texture nodes. If a image texture node cannot be found, or if the filename is empty, the corresponding texture type will be skipped by the exporter.&amp;lt;/p&amp;gt;&lt;br /&gt;
## &#039;&#039;&#039;Writing mesh material&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;Once all data is collected, the material properties are being encoded in the .x file.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Writing Animations&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;Export animations and LODs&amp;quot; has been selected in the exporter window, a .xanim file is being generated, which contains the animation data for all animated objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Converting to MDL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;If &amp;quot;Export MDL&amp;quot; has been selected in the exporter window, the exporter will execute the XToMdl.exe of the selected SDK. The Blender system console will show the progress during this step of the export, however note that the output is currently not logged in the log file that is generated by the exporter. If there is an issue with the .X file, or if the XToMdl.exe couldn&#039;t be found, an error will be shown in the Blender window.&amp;lt;/p&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Export BGL&#039;&#039;&#039;&amp;lt;!--&lt;br /&gt;
 --&amp;gt;&amp;lt;p&amp;gt;BGL is a scenery file format that is being used in Flight Simulator. After the .MDL format file has been created, it will run through an application called bglcomp (which is an in build application which comes with the Software Development Kit) to create the Flight Simulator use BGL format file.&amp;lt;/p&amp;gt;&lt;br /&gt;
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If the export was successful, you&#039;ll find the .X and the .MDL file in the selected folder, ready to be imported into P3D/FSX.&lt;br /&gt;
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Please note that the exporter currently does not optimize your model! If you want to improve on the performance of your 3d asset, it is recommended to join all parts that share a material but don&#039;t have an animation or attachpoint assigned to it. Also note that the export process takes a long time to complete, please have the system console open to check up on the progress of the export.&lt;br /&gt;
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= Credits and license =&lt;br /&gt;
The addon in its current version is the hard work of many members of the fsdeveloper.com forum. The original FSX2Blender addon was developed by:&lt;br /&gt;
[https://www.fsdeveloper.com/forum/members/capt_x.6562/ Felix Owono-Ateba], [https://www.fsdeveloper.com/forum/members/ronh.1886/ Ron Haertel], [https://www.fsdeveloper.com/forum/members/krispy1001.11839/ Kris Pyatt] (2017) and [https://www.fsdeveloper.com/forum/members/manochvarma-raman.16466/ Manochvarma Raman] (2018)&lt;br /&gt;
This current incarnation of the addon uses most of the original algorithms, but with an updated UI and compatibility for Blender 2.8x. Parts of the original exporter script have been re-written to accommodate Blender&#039;s new material workflow and to add PBR support to the addon (P3D v4.4+ only). This work was done 2019/2020 by [https://www.fsdeveloper.com/forum/members/vitus.2026/ Otmar Nitsche].&lt;br /&gt;
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Special thanks go to [https://www.fsdeveloper.com/forum/members/arno.1/ Arno Gerretsen] and [https://www.fsdeveloper.com/forum/members/spotlope.39/ Bill Womack] for their input during the development and testing of the addon.&lt;br /&gt;
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The software is licensed under [http://www.gnu.org/licenses/gpl-3.0.html GNU General Public License (GNU-GPL-3)]. Feel free to use it as you see fit, both for freeware and commercial projects. If you have suggestions for changes, use the support thread in the forum. If you would like to get involved in the development of the addon, contact any of the authors mentioned above to coordinate the effort.&lt;br /&gt;
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[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Vitus</name></author>
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