This repository contains tools to aid with using Substance Painter for Microsoft Flight Simulator.
Move everything from Material Templates/
to Documents/Adobe/Adobe Substance 3D Painter/assets/templates/
.
Move everything from Export Templates/
to Documents/Adobe/Adobe Substance 3D Painter/assets/export-presets/
.
Drag the files into your shelf and import them as generators
. You can choose to import them into your library or just into a project.
The MSFS Standard material type is the material type that you're going to be using the most. It is also the same as other engines' standard material, and so, is well supported in Substance Painter.
Simply create a texture set using the MSFS Standard
material template and texture normally.
When you want to export, use the MSFS Standard
export preset.
Microsoft Flight Simulator uses a different texture format for anisotropic highlights, compared to what Substance Painter uses.
Thus, you are going to have to use the MSFS Anisotropy
generator to convert the formats.
- Create a texture set using the
MSFS Anisotropic
material. - At the top of the layer stack, create an
Anchor Point
. - Above the anchor point, create a fill layer, and add the
MSFS Anisotropy
generator to it. - Remove all the layers from the generator output except
MSFS Anisotropy
. - Set up the
Anisotropy angle
andAnisotropy level
inputs using the anchor point.
Ensure that the layer containg the MSFS Anisotropy
generator and Anchor Point
is always above the layers in which the anisotropy textures are edited.
To export, use the MSFS Anisotropy
export preset.
Clear coat is also well supported by Substance Painter.
Use the MSFS Clear Coat
template to create your texture set, and use the MSFS Clear Coat
export preset to export.
The windshield material is an MSFS-specific material, and thus, requires custom layers to work. In the future, we may add a custom shader to render the windshield material properly.
Create the texture set using the MSFS Windshield
template.
- Use the
Scratches
channel to output windshield scratches. - Use the
Icing
channel to output the icing mask. - Use the
Fingerprints
channel to create fingerprints. - Use the
Icing Normal
channel to author normals for the icing.
Export using the MSFS Windshield
export preset.