PBR Materials & COMP Textures Explained | MSFS Developer Tutorial

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  • Опубліковано 6 лип 2024
  • This video has been a long time request that I'm finally getting around to doing. In this tutorial, we take an in-depth look at PBR materials and show you how to build a MSFS COMP texture in both Photoshop and Gimp.
    NOTICE: This tutorial is designed for working with scenery models and simobjects. MSFS aprons use a different COMP texture setup! Although the methodology is the same, the texture's channel contents are completely different!
    [ Chapters ]
    00:00 Intro
    00:48 What textures make a PBR material?
    02:09 What is a COMP texture?
    05:09 Tips & important info!
    06:18 Building a COMP in Photoshop
    10:51 Building a COMP in Gimp
    17:48 Which texture slot does the COMP go into?
    19:22 Outro
    ------------------------
    [ Useful Links ]
    Blender2MSFS2
    github.com/tml1024/Blender2MS...
    Official Blender Importer/Exporter (This is a work in progress. I recommend using Blender2MSFS2 for now!)
    github.com/AsoboStudio/glTF-B...
    Model Converter X
    www.scenerydesign.org/develop...
    FSDeveloper
    fsdeveloper.com/
    ------------------------
    Join me on Twitch!
    / rotornut44
    Find me on Twitter!
    / rotornut44
    Check out Emerald Scenery Design:
    linktr.ee/emeraldscenerydesign
    Tags
    #msfs2020 #msfs #simulator
    Recorded with Streamlabs OBS. Edited in Adobe Premiere CC.
    © 2022 Rotornut44. All rights reserved.
  • Ігри

КОМЕНТАРІ • 36

  • @digitalartworm
    @digitalartworm Рік тому +4

    In Gimp you can import your met, rough and qo maps as layers - change to grayscale mode - then select colors, components, and compose - set each image to the respective color channel and then click OK - gimp will create the composite image for you then click on image menu and convert to 16 bit integer and export..tadaa!!

    • @Rotornut44
      @Rotornut44  Рік тому +1

      Thanks for the tip! I recently learned about this method, but I rarely work in Gimp so I only tend to remember the basics! Pinning as it's a good tip.

  • @hesamrfz8835
    @hesamrfz8835 Місяць тому

    Many thanks. Now I can make my liveries more accurate😊

  • @joelrachal9132
    @joelrachal9132 Рік тому

    Thanks -- very concise and helpful. One of the best tutorials I've seen online.

  • @jsalm194
    @jsalm194 Рік тому

    Excellent video.
    Short, clear and very useful.
    Thank you very much

  • @McMogwai21
    @McMogwai21 2 роки тому +1

    Thank you for the very good explained video. Really helpful! Looking forward to more interesting content like this.

  • @jsalm194
    @jsalm194 Рік тому

    Many thanks. Great tutorial.

  • @radioglyserin
    @radioglyserin 2 роки тому

    Exactly what I needed to know, thanks a lot. Very clear and informative. I'm in the middle of making my first airfield for the new sim, and there are a few question marks flying around my head at times.

    • @Rotornut44
      @Rotornut44  2 роки тому +1

      Glad that I could bring some clarity!

  • @mmajuscule964
    @mmajuscule964 Рік тому

    I love you mate, thanks for this video

  • @hakanpolat6495
    @hakanpolat6495 2 роки тому

    Thanks for the tutarial. If Ithere is no metallic texture in the material package, how can i build the comp texture? what should i use for the Blue channel? Simply a fill (white-black or gray tone ) according to my need, is enough?

    • @Rotornut44
      @Rotornut44  2 роки тому +1

      Make the blue channel completely black if there is no need for any sort of metallic effect in the material. This will give the material a plastic shine instead of metal, so to reduce this, you will need a roughness. If you don't have a roughness texture, just add more white to the green channel until the material becomes as dull as you want it.

  • @gracebyseven
    @gracebyseven 2 роки тому

    Thank you for this, Rotornut. Would you consider doing one explaining how to accomplish an aircraft COMP export settings for Substance Painter? I do scenery and my COMP export doesn't work for aircraft. Any help would be appreciated!

    • @Rotornut44
      @Rotornut44  2 роки тому +1

      FYI, scenery (models only, not ground material comps) use the exact same COMP structure, so if one is broke, chances are that something's not right in general.
      I actually have a preset that I use, but let me see if I can remember how to set it up manually and do a video on it.
      I've got a whole list of tutorials I want to do around Blender and Substance that all tie into each other.

    • @gracebyseven
      @gracebyseven 2 роки тому

      @@Rotornut44 you know what, I think I did try the MATERIAL for GROUND preset! I'll try the regular object one and see what I get. Will report back! Thanks!

    • @gracebyseven
      @gracebyseven 2 роки тому

      Hi again, yes, just wanted to confirm with you that what you said worked. I used my scenery COMP exporter and it worked! Thanks again! If you need a copy of the exporter, just let me know!

    • @Rotornut44
      @Rotornut44  2 роки тому +1

      @@gracebyseven Glad to hear you got it figured out! I went ahead and still recorded a tutorial on how to make an export template for those who do not know.
      All the best!

  • @brennt501
    @brennt501 2 роки тому

    Cerating these comp textures for every texture in my scenery with GIMP or Photoshop is actually a pain in the pelvis. Is there any converter software out there?

    • @Rotornut44
      @Rotornut44  2 роки тому

      Sorry for the late reply. Been extremely busy.. Unfortunately I cannot think of any converters off the top of my head. Maybe this is something that could be done with a script in Gimp? I believe it has support for that..

    • @brennt501
      @brennt501 2 роки тому

      @@Rotornut44 Ok. Thank you! I think I'll find a solution.

    • @aymie_cutie
      @aymie_cutie Рік тому

      @@brennt501 have you found a solution, i'm currently also trying to find something but its really hard to find anything but this tutorial video.

  • @69ChevyGarage
    @69ChevyGarage Рік тому

    My aircraft fuselage metal textures turn white at night in the sim. During the daytime they look perfect. What am I doing wrong? I believe mine are 8 bit though DTX5 DDS.

    • @Rotornut44
      @Rotornut44  Рік тому +1

      It sounds like your emissive color is set to white in the material settings. If it is, change it to black (hex #000000).

    • @69ChevyGarage
      @69ChevyGarage Рік тому

      @@Rotornut44 I'm using Photoshop for my comp textures. I create my PBR metal by editing the RGB channels. I use black to cover anything I don't want metal in my blue channel. Is that what you mean by emissive color?

    • @Rotornut44
      @Rotornut44  Рік тому

      @@69ChevyGarage No. Emissive color would be adjusted in your modeling program. Wherever you set up your MSFS materials for your model, there will normally be an Albedo color (which should always be flat white unless adding tint) and an Emissive color, which should be flat black. Any other color here will illuminate at night depending on the lightness of the color used.

  • @yfig7020
    @yfig7020 2 роки тому

    I did the exact thing but only bump shows in msfs + I don’t have the albedo section in Mcx

    • @Rotornut44
      @Rotornut44  2 роки тому

      It sounds like you don't have the correct MSFS material type selected. This is the only reason I can think of that would cause you to not have an Albedo field. About half way down the MCX Material Editor settings, check that these settings are set:
      [MSFS]
      Material type = Standard (You will use this 99% of the time)
      [PBR]
      Alpha mode = Opaque
      Is PBR material = True
      Metallic = 1
      Roughness = 1
      If you still have issues with these settings, I would write a post over in the Model Converter X sub-forum at FSDeveloper. Then Arno can take a look and see if it's a bug of some kind or just something you are missing. It's his software, so he knows it inside and out.

    • @yfig7020
      @yfig7020 2 роки тому

      @@Rotornut44 i have these settings set but I don’t have albedo field

    • @Rotornut44
      @Rotornut44  2 роки тому

      How old is your copy of MCX? Try the latest developmental release and see if it makes a difference. I cannot think of any other settings that would cause you to not have an Albedo material slot.

    • @yfig7020
      @yfig7020 2 роки тому

      @@Rotornut44 I’ll try

  • @williamwidjaja850
    @williamwidjaja850 9 місяців тому

    16 bit per channel , is this RGB48 ?

    • @Rotornut44
      @Rotornut44  9 місяців тому +1

      Yes. It would be 16-bits per RGB channel, which is what you want. In the Windows file properties > Details tab, it would display as Bit depth 48 or 64 if it has an alpha channel.

  • @francis-bravoairspace2895
    @francis-bravoairspace2895 Рік тому

    @rotornut44 Have you tried, Materialize?

    • @Rotornut44
      @Rotornut44  Рік тому

      I've used it briefly in the past, but I work entirely in Substance Painter now, so I don't really use it.

  • @JosberthArellano
    @JosberthArellano 2 роки тому

    In Photoshop you can compose the texture without going to GIMP

    • @Rotornut44
      @Rotornut44  2 роки тому

      Yes. The use of Gimp and Photoshop in this tutorial are two separate demonstrations, not combined.