Hi, i am making an airport and using PBR texture materials for the first time. In Blender, the textures look normal, but when imported into the SDK, the textures look strange. If you look at this example building, the concrete texture [ between the bricks] , is supposed to be a smoother concrete/ plaster look. But it looks extremely rough with this strange grey material over it [like an excessive 3D look] . Does anyone know what i am doing wrong ? Is a something to do with the ‘Normals’ value, or am i maybe making the comp. png textures incorrectly ?
Any other tips with using PBR [ as it relates to the COMP.png file creation, or the values in the Blender2MSFS/texture menu [ on the right menu in blender ?
Sorry, Im not sure what you mean. The Green channel is the Roughness channel . If its inverted, what do i do ? I am getting the roughness files from websites like texturehaven.com as part of the PBR texture package. Adn am putting it into the appropriate slot in Blender’s material menu.
Do i need to do something with the Roughness file with Gimp ?
He’s referring to the Normal channel, which stores in R, G, B the XYZ normal vectors in Tangent space.
There are two major standards used: OpenGL and DirectX, and they differ by the orientation of the Y component, that’s the “Green” channel.
If a texture you downloaded from a library was made following the OpenGL standard, you must reverse the Y component to convert it to DirectX style, otherwise the light would look weird in the sim. There are many utilities that can do that.
Thank you for the link! I used ORM-maker, and converted all my texture files to png. [some were in tif format]. Now the PBR textures are finally showing the way they should. Thank you so much. Ive been trying to get PBR textures right for the last 6 months!