So I thought I’d quickly create a simple actor to help me combine separate textures into different channels of a single texture (i.e. texture packing). All this actor does is allows me to select four textures and it then creates a render target and draws each texture to a different channel using a material set up for this. The problem is that the new output texture doesn’t look exactly the same as the source textures. There always appears to be a little bit of noise in the output texture in each channel and I can’t figure out where this noise is coming from.
I’ve ensured the render target and output texture are both using the same size dimensions as the source textures. I’ve tried various format settings for the render target and none of them make a difference. I currently have it set to RTF RGBA8 SRGB. I’ve tried using a canvas render target instead, but get the same result.
The material is set up as Unlit with AlphaComposite. It then just grabs the appropriate channel of each texture, appends them together and sends them to the Emissive Color output pin. The Alpha texture channel is sent to the Opacity output pin.
Anyone have any ideas on what might be causing the noise? Perhaps I’m going about this the wrong way? If so, how should I be channel packing, without exporting and doing it manually in photoshop or something?