reepblue Posted August 3, 2022 Share Posted August 3, 2022 Hello, I'm currently having textures done with PBR in mind. There used to be a discussion about this years ago, but I can no longer find it. What is the texture standard for merging the roughness, metal, AO, and emissive masks into one texture? If I recall correctly, I'm sure it went as follows. R - Roughness G - Metalness B - Ambient Occlusion A - Emissive The artist is more familiar with MRAO(E) R - Metalness G - Roughness B - Ambient Occlusion A - Emissive If you want customers to simply be able to drag in any gltf they find on the web, how can/will the engine detect what channels are which since there doesn't seem to be a standard across the board. I'm also under the assumption that by changing the "emission" value in the json file, it would automatically multiply the color accordingly? Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted August 3, 2022 Share Posted August 3, 2022 I'm doing the same as glTF: R: AO G: roughness B: metal Emissive is a separate texture, because it's an RGB value. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted August 3, 2022 Share Posted August 3, 2022 I was thinking I might make a little utility that lets you drag textures onto their identity, like roughness, metal, etc., and then recombines and saves the textures. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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