Texture Settings

XPlane2Blender does not actually have any texture settings. However, certain Blender settings affect the export and even creation of new textures.

What Textures and Materials Mean to X-Plane

As stated before, very little Blender information related to materials actually gets written to an OBJ. Instead, most of what changes what an object looks like in Blender comes from Texture work.

An OBJ file does not contain the texture, but rather, the path to the image file. Only .png and .dds file types are allowed. .dds files have special considerations, see the Further Reading at the bottom.

Types of Textures

Albedo (day time texture)

An the albedo texture

Relavent Blender Settings


Texture Datablocks

Material Texture Slots - A list of texture slots. XPlane2Blender will inspect these and attempt to use them during export. Each slot must be an "Image or Movie" type. The order of the slots is not important.


Source - Can be Generated or "Single Image" Generated textures must be compositable and saved as a real file to be referenced in an OBJ Image/Movie File Name - If Source is "Single Image", this is the file path of the image. OBJs refer to their images relative to their own location, not absolute harddrive locations, therefore you should keep source names relative to the .blend file to avoid surprises. For instance, if your texture is located at C:\Users\Me\images\landing_gear.png and your OBJ will be saved at C:\Users\Me\planes\new_project\gear.obj, the OBJ will tell X-Plane to look for its texture "two folders up, then into a folder called images, and there will be landing_gear.png", aka ..\..\images\landing_gear.png, instead of the exact file path on your harddrive. Should you move your project to another folder that can't follow those steps, X-Plane will complain about invalid paths in your OBJ. The lesson is, be neat and deliberate or be confused.


Coordinates - Must be set to UV Map - Every texture must have a UV Map


XPlane2Blender uses which influence options to determine the purpose of each texture. This is important for many parts XPlane2Blender, from Autodetect Textures, Composite Normal-Textures, which OBJ attributes to write, and certain validations.

Diffuse->Color - XPlane2Blender considers textures with this checked to be the albedo (daytime) texture. The actual value is not used Shading->Emit - XPlane2Blender considers textures with this checked to be the lit (night time) texture. The actual value is not used Specular->Intensity - XPlane2Blender considers textures with this checked to be the specular texture. The actual value is used to accumulate the total specularity of all the material's texture slots and the material's Specular Intensity (mklink) the material along with Geometry->Normal - XPlane2Blender considers textures with this checked to be the normal texture. The actual value is not used

Further Reading

OBJ8 Spec Sections

DDS Format

Developer Blog Articles

Other Tools

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