I was trying to pack specular, gloss and ao into same map with calibration profile. I used StoreMapInChannel function like in UE4 optimized. But I found that the process modifies the values of original maps.
For example my gloss map values is (110,110,110), when combined into green channel of my texture, the green values are 88.
Thinking that i made a mistake, i tried exporting UE4 and UE4Optimized calibrations and checked the values of combined textures. Same issue was presented there also.
Is it bug of dDo? Or do i need to correct it somehow? Thanks for help.
Replies
-If i copy whole image(eg gloss map all channels have same value) and paste into other image's channel(eg green channel), values are changed.
-If i select one channel and copy then paste into other image's channel then it is correct.
-If i paste whole image into new layer onto other image then set it to a channel from layer blending options then it is also correct.
Probably StoreMapInChannel() function do merging with first method, therefore the wrong values. I also tried to rewrite the function using second method, but i didn't managed to implement it correctly. At least i learned little bit of photoshop scripting.
Any ideas how can i correct StoreMapInChannel() function in light of these?
Thank you very much for reporting this! As you stated this seems to be a bug, we´re looking in to this now, again, thank you so much!