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Answered: Quixel Megascan textures to Unity: What are the correct color spaces?

briank
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briank null
I'm using the Standard shader with a Specular workflow in Unity. 

From what I understand about Unity, gloss should be encoded in the specular texture's alpha channel. To achieve that, I use a script that combines Quixel's specular and gloss textures accordingly. 

From a color space standpoint though, except for the normal map, all of my textures are marked sRGB. Disabling sRGB has a pretty large impact on the final output, be it the displacement or the lighting. 



So, what are the correct color space settings for the following textures?
  • Albedo - sRGB
  • Displacement - ?
  • Gloss - ?
  • Normal - N/A
  • Specular - ?
  • Occlusion - ?



For completeness sake, some of the Megascans have textures that I'm not sure can actually be used with Unity's standard PBR shaders, but I'm also curious what the correct color space settings would be for these guys as well:
  • Opacity - ?
  • Translucency - ?
  • Roughness - ?
  • Cavity - ?

On another note, I have used the Megascan Bridge's script to "Export to Unity" but from what I can tell it doesn't do anything fancy with the textures, i.e. gloss and specular are left as separate textures rather than being combined. 

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