Version: 1.5.27.0
Frequency: Consistently
Severity: High
Context: Airport package, both when editing or mounted from community
Bug description: Projected mesh detail composite map (occlusion, roughness metallic) seems to be not working, the ground is totally white in roughness channel rendering. (the grey area you see is only the default grass). The detail color texture and the detail normal texture works fine. Could you please investigate? Thanks!
Repro steps: Place a projected mesh with detail map and check the rendering.
Attachments:
Hi,
The projected mesh shader seems to support it. But have you try to set a base normal texture ?
Is it possible to send us your project ?
Regards,
Xavier / Asobo
Hi Xavier!
You mean I should assign a normal texture here?
Actually I was thinking that maybe it is not working because there is no base composite texture assigned.
I need to create an example project because the original project is way too large to send it just for this.
Yes, try with a flat normal texture
Hi!
I have a test project ready.
It is very interesting because when I assign a dummy OcclusionRoughnessMetallic on the main level (not detail) it is not taking over even that value. Even if I have a flat normal assigned on the main level does not fix the issue.
I do not understand because the layers I use above this like taxilines and such have working Roughness texture.
The detail normal works. The detail composite does not in any case.
How can I send you the files?
Thanks!
Hi,
You will find guidelines on how to sent content privately here: How to report a bug or crash - [MSFS 2024] Bug Reports - MSFS DevSupport
Regards
Xavier / Asobo
1 Like
I have the exact same issue. if I specify a detailed ORM texture , my taxilines for instance did not render after export. if i just specify a detail normal map, without a detailed ORM map , it renders fine, so there is something wrong with the ORM detailed map export if one is specified.
@darwikey
Hello,
since the others don’t seem to be able to provide more feedback and I just tried the same because I was playing around with textures for our next project, I was able to confirm that something is broken. I don’t know what the trigger exactly is but I think it has something to do with using a different comp for UV1 and the detail UV. I tried the following things and got these results:
Example 1: 1 UV with Albedo, COMP, and Norm = Works fine
Example 2: 2 UVs with Albedo, COMP, and Norm on UV1, and only Albedo and Norm on UV2 = Works fine
Example 3: 2 UVs with Albedo, COMP, and Norm on UV1, and Albedo, COMP, and Norm on UV2 (same COMP as UV1) = Breaks detail Normal
(as you can see no detail normal. see below the normal map from example 2)
Example 4: 2 UVs with Albedo, COMP, and Norm on UV1, and Albedo, COMP, and Norm on UV2 (Different COMPs) = Breaks the whole PM layer and nothing is displayed
I hope this detailed analysis of different scenarios helps. It would be awesome to be able to have a detail comp map working together with the UV1 comp map. The conclusion more or less is that as soon as you add a second COMP (the same as COMP 1) it starts to behave strangely, and as soon as you add a different COMP it breaks completely. Which means that the issue must have something to do with the COMP section as having just a detail Albedo and detail Normal texture works fine.
Hi,
I might be wrong but you can’t have the same type of texture for the base COMP dans the detail COMP. The detail roughness is going to modulate base roughness. If the value is too far from 0.5, it will saturate the roughness
From the doc:
the detail occlusion-roughness-metallic texture is treated as a linear texture with values ranging between 0 and 1. The values will be added to the primary Occlusion(R), Roughness(G), Metallic(B) in a linear fashion: a value of 0.5 will produce no changes, values below 0.5 will decrease the primary values and values above 0.5 will increase them.
Same for the normal map I guess.
Regards,
Xavier / Asobo