Making PBR texture - sdk interface appears different

Hi, I’m new to developing for MSFS after switching from WorldEditor for
X-Plane which was an external app so this whole “develop in-sim” idea is new
to me. I’m following a tutorial I found for creating PBR ground textures and
have gotten to the stage of compiling the texture in the Material Inspector.
Here’s my issue - the guide I’m watching shows two material selection boxes:
one for Albedo and one for Normal Roughness Metal. (picture one)

Yet my interface only has one
box - and the “Surface” box is missing too (picture two)
Where’ve I gone wrong? Thanks!

Hm, for some reason after trying again, it worked. Thanks!

Hello @Frameworks Some parts of the Material Editor depend on the context. For
example, the Surface drop list will only be displayed in the context of the
Scenery Editor. But if you have the Visual Effects Editor opened, this
attribute will not be shown. Regards, Sylvain

Hello all,

I am having the same problem right now after a sim install. I have never had the visual effects editor open and I don’t really know what you mean with it depends on teh context. Yesterday after I was done with work I re-installed the sim and I wanted to continue today. Now I loaded up my project exactly how I left it and it looks like this. Any advice on how I get my Normal Roughness Metal section back please? I would appreciate it! Thanks.

For additional context here is how my material editor looks now. As you can see my custom Normal Roughness Metallic is still theere in the bitmap preview, but I can’t edit it anymore in the material editor.

Same problem here.
Surface Type is missing, even with Visual Effects Editor closed.

The Material Editor is broken.

Glad to hear it’s not only me. @FlyingRaccoon we need this fixed or a solution asap please. We can’t do our Job otherwise… :frowning:

Confirm that I observed the issue in the beta too,
I’m sorry to have not raised it here as a bug :pleading_face:

Actually the only viable solution imho is to clone a working “.material” from a previous material library

Hello,

Material Editor seems to be in the incorrect context when Scenery Editor is opened for the first time after MSFS is started.
Can you check if closing and reopening the Scenery Editor fixes the problem for you?

Regards,
Sylvain

Hi Sylvain,

I got it back! So like you suggested I closed the scenery editor and opened it again which didn’t work at first.

But then I closed every single tab and opened that again, re-selected the material lib, and now it is back!

However, if you close the project and open it again the same problem appears. So I would appreciate if you could still look into it and fix at as having to close and re-open everything every time you load into is more than a faff.

Best,
Michael.

Of course, that’s just a temporary workaround but we have a fix for this.
I’ll update this post when it’s available.

Regards,
Sylvain

Thank you.

Because, unfortunately, I have to report hat today I did the same thing as I did 2 days ago, and, whatever I do, I can’t get it to work again. Stuck again for the time being I guess… :frowning:

Load your project with the Project Editor.
Open your MaterialLib with the Project Inspector.
Then using the topmost Editors menu, tick the Scenery menu.
Tap your head, rub your tummy, and stand on one leg (either one).

Do NOT open the Scenery Editor via the View/Inspector process.

1 Like