I am makign art for unreal engine 4 so i set quixel to that. I noticed that the roughness map generated is not greyscale on one of the things. It has color on some parts. To my understanding roughness is a greyscale value.
I know unreal has metallic, roughness, and spec slots. So i guess my question is what should be going in the spec slot and also why the non grey scale roughness texture exported out of quixel?
Replies
http://www.marmoset.co/toolbag/learn/pbr-theory
http://www.marmoset.co/toolbag/learn/pbr-practice
https://www.allegorithmic.com/pbr-guide
So again, if thats somehow a metallic texture in there somewhere too.. what part is metallic and what part is roughness? because i have multiple materials in there.. and that means some of it should be black for metallic, yet the majority of it is a bright greyscale with some sections having some red colors. SO.... yea.... to say its metallic just doesnt work for me. Cause that means ud be making rubber as metal lol. and wood as metal... the paint part has the red colors.
Also you just said that there are colors according to those links in the roughness channel. Hate to tell you.. roughness is also greyscale in your links. So your wrong. In your links roughness is called "microsurface".
You are correct, roughness maps should absolutely be grayscale. Some source materials use the same bitmap for specular masking as well as roughness for performance reasons, and since metallic specular reflections may exhibit color this color information gets loaded into the roughness channel. Thanks for spotting this -- now updating the UE4 profile (and others) so that they will ensure the output is always fully grayscale.
- Teddy