Jump to content
3DCoat Forums

PBR material export R + G + B (+ A) texture masks instead of RGB (+ A)?


Neutronux
 Share

Recommended Posts

  • New Member

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/

 

 

 

Link to comment
Share on other sites

  • 1 month later...
  • Member

Yes, this is 100% possible.

EdgHOjm.jpg

 

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 by Alex Z
  • Like 1
Link to comment
Share on other sites

  • Member

Click : Add Texture, then just assign the maps you wish into the RGBA slots using the Drop down arrow beside the slot.

Edited by Alex Z
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...