Exporting “Windshield” material from Blender doesn't work...!

Version Blender 3.6.17
Version exporter 1.3.2.3
Version MSFS 2024 1.2.8.0

Frequency : Consistently

Severity :Blocker

It’s difficult to summarize everything that goes wrong when exporting “Winshield” material from Blender, because there are so many details to consider. But overall, it’s impossible to create a correct Windshield based on exactly the same parameters as those described in the SDK examples (DA62). So I decided to produce a short report comparing the SDK and my project…:

Attachments : Windshield DA62 SDK and Blender project comparison.pdf (360.9 KB)

Thank you in advance for taking a look at this and correcting anything that needs correcting!

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Yes, confirm this - a few minor copy paste and mis type (float/bool) in the code, plus the issue I described to Khronos about the duplicating of the BaseColor texture when you have a detail color texture.

Is the default Blend Mask Threshold suppose to be 0.001 when the DA62 sample has it as 0.1

DETAILBLENDTHRESHOLD = "Blend Mask Threshold", 0.001, "msfs_detail_blend_threshold", "blendThreshold"

more …
The DA62 SDK sample has

                "ASOBO_material_windshield_v3": {
                    "windshieldDetailNormalTexture": {
                        "scale": 0.02,
                        "index": 32
                    },
                    "scratchesNormalTexture": {
                        "index": 33
                    },
                    "windshieldInsectsTexture": {
                        "index": 34
                    },
                    "windshieldInsectsMaskTexture": {
                        "index": 35
                    },
                    "detail1Rough": 0.05,
                    "detail2Rough": 0.05,
                    "detail1Opacity": 0.5,
                    "detail2Opacity": 0.5,
                    "microScratchesTiling": 1.1,
                    "microScratchesStrength": 0.05,
                    "detailNormalRefractScale": 0.05,
                    "wiperLines": true,
                    "rainDropScale": 0.4,
                    "wiper1State": 0.0
                }

while the blender export “could” have (if fixed)

                "ASOBO_material_windshield_v3": {
                    "detail1Rough": 0.05000000074505806,
                    "detail2Rough": 0.05999999865889549,
                    "detail1Opacity": 0.5099999904632568,
                    "detail2Opacity": 0.5,
                    "microScratchesTiling": 1.100000023841858,
                    "microScratchesStrength": 0.05999999865889549,
                    "detailNormalRefractScale": 0.05000000074505806,
                    "wiperLines": false,
                    "wiperLinesStrength": 1,
                    "wiperLinesTiling": 1,
                    "wiper1State": 0,
                    "windshieldDetailNormalTexture": {
                        "index": 2
                    },
                    "scratchesNormalTexture": {
                        "index": 3
                    },
                    "windshieldInsectsTexture": {
                        "index": 4
                    },
                    "windshieldInsectsMaskTexture": {
                        "index": 5
                    }
                },
                "ASOBO_material_rain_options": {
                    "rainDropScale": 0.4000000059604645,
                    "rainDropSide": true
                }

there is a schema for rain_options, but the SDK DA62 sample seems to be in error or behind the latest features.

Edit

Another problem is that the handler will delete the detail normal texture slot. The cockpit normal2 texture gets removed on file open, the scale is not set on export, the scale seems to be in the other asobo extention

edit:2 (because I am not allowed to have more than 3 posts in a row)
the scale for the detail nomal is removed when you build the model in the sim. the gltf in the PackageSources folder will be different than the on in the Packages folder.

edit3:

it is strange that the normal frame is NOT connected to the normal input to the BSDF when you have a detail normal texture

edit4: why is there a spelling error in some of the material extension parameters/file

“textute” - instead of “texture” for the extension data parameter in MSFS2024_MaterialExtension
AM I missing something?

edit5: yes it would be a bad naming issue for the loop param is the same name as the property - very strange

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