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Importing in a Channel Packed Texture

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    Importing in a Channel Packed Texture

    I'm currently going through the very good 'Introduction to Materials for Design Visualization' by Matt Doyle on the Unreal website.
    I just want to know what settings do you need (compression, sRGB disabled etc) when importing a channel packed texture?

    I'd like to channel pack 3 grayscale maps into one RGB file (with the 3 grayscale textures being Metallic, Roughness and Specular).
    Ideally, I want one color/albedo texture file (TGA or PNG), one normal texture file (sRGB disabled) and one RGB file with 3 grayscale textures channel packed. It's this last file I'm confused about.
    If I'm missing something then please le me know.

    #2
    Use the "Masks" setting for channel packed textures.

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      #3
      SRGB applies gamma correction to your Textures. Since Mask Textures do not and should not be gamma corrected, SRGB should be disabled on them. The reason for this is that the Mask is supposed to define where something should or should not show up. So if you apply gamma correction to this you could end up changing what the mask is supposed to hiding or reveling.

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