How to split RGB of texture image?


This is the ORDp texture image from Quixel Bridge’s snow surface material files.


This is the texture image G masked(=roughness). I need to save this texture file separately because I have to plug this image in an auto landscape material. It requires a roughness texture, but the ORDp’s Green channel holds the roughness information and I can’t connect this ORDp texture with a G mask blueprint node.
Taking a screenshot of this G masked preview image seems to be a dumb option, it’s hard to adjust the size of the image pixel-accurate.

Where can I mask this file and save it as another file for free? It doesn’t matter whether if it is a website or an external program.

Why can’t you use a component mask?

You can always export the texture and extract the channel in Photoshop ( or similar ). Bit of a pain though…


This is all the texture files are used in. It is a master material file that a guy in Youtube made.


And this is, I assume, where the ‘Roughness A’ file plugged in is actually used.
Unfortunately, I can’t search any mask node or even a multiply node to connect with that ‘Roughness A’ Param Tex Object node.

Yup, then you need a plugin or to export and fix :-/

Sorry for another question, is there any way to export this to .png?

ro3
I tested every option here but nothing seems to be an image file.
I was convinced by myself that a texture file would be an image file.

Yeah, can’t do it because there’s no alpha channel, I’m assuming…

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For anyone else wondering I had the same issue. But I solved it.

First Duplicate the texture

You can solve it by double clicking the ORDp texture, going down to source color, and setting it to custom

Set the x value (first value) of every color you don’t want to 1 and on white set X to 0 and Y to 1.

For example if you want roughness, set red’s x to 1, blue’s x to 1, that will leave the green (roughness) channel.
settings

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Did this actually work for you? It makes sense on the surface but my texture is just black now.

I can’t get that to work. To be fair, it might vary with engine version.

I’d recommend these, though

Actually I did get it work by changing the encoding override to Linear (from “Default”)

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