I watched the official UE4 tutorial on materials, and I notices all the _Albedo maps also have an Alpha channel used with a "Lerp" node is used for the Roughness channel.
But when I export from Megascan Bridge and select the Unreal preset, My _Albedo map doesn't have a alpha, but a seperate _Roughness map.
Can someone explain me why those worlkflows are different and there is no Alpha for albedos out of Megascan?. I need to be as efficent as possible.
Thanks,
Replies
It isn't exactly necessary, though. It's just a trick to save disk space.
If you're using additional maps, like Ambient Occlusion and Height, it'd be better to add the three of them together as a single third map, each mapped to a different color channel.
Adding an alpha to albedo doesn't save memory. Adding an alpha to a texture double's it's cost which is basically the same as having 2 separate textures.
And btw roughness has to be linear while albedo should be sRGB so basically roughness shouldn't be put into albedo's alpha (unless you counter that beforehand).