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3DS Max SDK Version: 1.5.7
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Frequency: Consistently
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Severity: Low
Bug Description:
When creating a MSFS 2024 exterior windshield material in 3ds Max using the MSFS SDK, we are unable to reproduce a working result—even when matching the DA62 sample windshield material settings exactly.
Expected behavior:
If we create a 2024 windshield material and match all parameters to the official DA62 sample (including material name, shader/type, settings, and texture assignments), the material should render correctly in-sim with the same windshield appearance/effects.
Actual behavior:
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A newly created windshield material (built from scratch) renders incorrectly in-sim and produces a severely degraded/horrendous visual result on the windshield.
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We have matched every visible material setting to the DA62 sample and documented this with screenshots of the settings. The materials appear identical in 3ds Max, but the in-sim result is not.
Verification / Repro notes:
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If we import/merge the DA62 windshield material from the SDK sample, it works correctly in-sim.
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We also tested reassigning our own textures/material assets to the merged DA62 material. It continues to work, indicating the issue is not simply the texture set, but something about the internally created material instance or how it is authored/exported.
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At this point we are forced to use the merged DA62 material, because we are effectively unable to author a new functional windshield material from scratch.
Most visible symptom / suspected contributing slot:
The incorrect in-sim appearance strongly correlates with the Detail Normal slot. The texture involved is:
cockpit_detailNormal.png(Cockpit underscore detailNormal dot PNG)
This appears to be an SDK/material-authoring issue where an imported sample material behaves differently than an equivalent material recreated manually, despite matching settings.
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NOTE: Use the images to review our material settings. Use the DA62 sample material to verify the settings match.



