Hey all.
So I am trying to figure out a standard way to pack my textures. I’ve heard the standard is :
R-Roughness / G - Metallic / B = Ambient Occlusion.
But I was also looking to include a displacement map. So I am curious. Is it a good idea or bad idea to use the following :
R-Roughness / G - Metallic / B = Ambient Occlusion / Alpha = Displacement
Thanks so much for any help or advice.
It does not matter, just be consistent. In Unreal you can use the color channels however you want so it doesn’t need to be any specific way but it will help if you always do it one way to make things more organized.
If you aren’t using the metallic channel, which is pretty common depending on the asset, I’ll often throw displacement or other textures into that channel (G). Using the alpha channel will increase the memory usage of the texture.
Thank you so much for the advice. It’s very much appreciated
Roughness should go into G, because Roughness is the most important. Green has 6 bits compared to Red and Blue with 5 bits after Compression.
My Assets have either Spec or Metallic, not both at the same time. So I either use Spec, Rough, AO or Met, Rough, AO.
Displacement, Opacity etc. get their own texture with Alpha Compression
As already stated, try to avoid using Alpha Channel unless you really really need the information