Blender: Non-destructive texture edits

I’m wondering if it might be possible to allow for support for non-destructive texture edits in the Blender multi-exporter? Something like this, maybe enabled with another file chooser in the panel.

I know the workflow of base texture overrides is not the preferred workflow for livery authors, but is widely used (and necessary in some cases like Decals (Animated) Produce Duplicate Static Mesh Visuals . I’d prefer for my texture painting in such instances be a non-destructive workflow and assemble the modifications outside of Blender…

As is now, the shader config pictured does what I’m looking for, but gets tossed at file load when the shader config is rebuilt (by the plugin?)

Nondestructive texture edits would be a Blender thing. It sounds like you’re asking the Blender converter to properly handle materials. It’s not like the converter remembers anything from one write to another. If you edit a material, when you write out the model again, it should just write out the materials properly.

Then again, perhaps you’re asking for the converter to handle a set of material properties it currently doesn’t handle? I believe there are some pretty strict rules on what materials are acceptable and which aren’t. In which case, it’s going to be up to you to modify the material to the MSFS format rules.