New Member Neutronux Posted February 3, 2017 New Member Report Share Posted February 3, 2017 Is it possible to merge grey channels at export like metal, roughness, AO, ... using different R + B + G channels to avoid waste of texture space instead of just differing RGB and Alpha without using an external paint program? For example using R for metal, B for roughness and G for AO, and Alpha for displacement? Like this: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/HowTo/Masking/ Quote Link to comment Share on other sites More sharing options...
Member Alex Z Posted March 30, 2017 Member Report Share Posted March 30, 2017 (edited) Yes, this is 100% possible. This is how i've packed one particular map, the MRSA map, so Red channel = Metalness , Green channel = Roughness (Green channel has the most data so it's recommended to use this for your Roughness map) i've assigned my Blue Channel to Specular Intensity but i'm honestly not sure if 3d Coat is giving me the data i want there. Finally i assigned my Ambient Occlusion into the Alpha Channel. Edited March 30, 2017 by Alex Z 1 Quote Link to comment Share on other sites More sharing options...
Member Alex Z Posted March 30, 2017 Member Report Share Posted March 30, 2017 (edited) Click : Add Texture, then just assign the maps you wish into the RGBA slots using the Drop down arrow beside the slot. Edited March 30, 2017 by Alex Z Quote Link to comment Share on other sites More sharing options...
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