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!!
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.
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?
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.
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!
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.
@@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!
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!
@@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!
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.
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 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?
@@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.
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.
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.
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?
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..
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!!
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.
Many thanks. Now I can make my liveries more accurate😊
Thanks -- very concise and helpful. One of the best tutorials I've seen online.
Excellent video.
Short, clear and very useful.
Thank you very much
Thank you for the very good explained video. Really helpful! Looking forward to more interesting content like this.
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.
Glad that I could bring some clarity!
Many thanks. Great tutorial.
I love you mate, thanks for this video
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?
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.
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!
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.
@@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!
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!
@@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!
@rotornut44 Have you tried, Materialize?
I've used it briefly in the past, but I work entirely in Substance Painter now, so I don't really use it.
16 bit per channel , is this RGB48 ?
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.
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.
It sounds like your emissive color is set to white in the material settings. If it is, change it to black (hex #000000).
@@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?
@@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.
I did the exact thing but only bump shows in msfs + I don’t have the albedo section in Mcx
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.
@@Rotornut44 i have these settings set but I don’t have albedo field
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.
@@Rotornut44 I’ll try
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?
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..
@@Rotornut44 Ok. Thank you! I think I'll find a solution.
@@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.
In Photoshop you can compose the texture without going to GIMP
Yes. The use of Gimp and Photoshop in this tutorial are two separate demonstrations, not combined.