Hello all. So I'm trying to figure out how to texture pack correctly in Substance Designer so that I can use a combined rgb map (roughness, metallic, and AO) inside my project in Unreal Engine.
I did some research and found that the RGBA Merge node is perfect for this. However, I don't think I'm using it correctly inside Substance Designer. Here is a screenshot of that.
Some preface before the screen shot: The Diffuse and Normal map are plugged into their own, separate outputs. I have the RGBA Merge node connected in 1 output that can read the rgba values.
http://puu.sh/rs445/3960eec308.jpgI'm doing something wrong because in my 3D viewer it's acting as if I don't have any roughness, metallic, or AO plugged in.
So I thought I'd attach each channel (roughness, metallic, and AO) into their own separate outputs, but come from the same node (the RGBA Merge.) Here is a screenshot of this:
http://puu.sh/rs4eO/6a45a581fb.jpgTechnically, this works. However, the problem I then run into is this: When I import this Substance into my Unreal project, it imports that RGBA map three times (one for roughness, one for metallic, and one for AO.) Screenshot below:
http://puu.sh/rs4kh/3913686de0.jpgIf I try to use one of those RGBA maps, Unreal acts as if nothing is there and only my diffuse/normal get through.
In the end, I need to have the following maps: Diffuse, Normal, and RGB (packed with roughness, metallic, and AO). What am I doing wrong?
Thanks in advance.
Replies
Also for UE4 you need a BaseColor, not a Diffuse output.
Okay, well that's good to know about the 3D View. And forgive me, I meant BaseColor.
Do you have a suggestion on how to use the mentioned node (above) correctly? I feel like I'm doing it wrong based on all the screenshots/information I provided. I really don't want to have to save out each individual map, go into Photoshop and pack it there, and then export those into Unreal. Surely there's a way to correctly do it within Substance Designer?
Thanks for all the help.