Hi all,
So I ran into this problem, I created a test asset (for each channel I am going to pack):
Which is exported as
Albedo(RGB)+Opacity(A),
Normal(RG)+Glossiness(B, 1 - roughness),
Emissive(RGB)+Metallic(A).
Now I try to make a simple shader that takes and display these values:
Everything works, except for Roughness, I can't see the it in effect:
Here is my normal+glossiness map (which I believe is correct):
Any idea on why this might be? (I am using the same environment map in SP and Maya).
Thx in advance.
(Side question: I am passing B channel of normal without changing, is it a problem? do application ignore B channel for normal map?)
Replies
But it means if I want to maintain a 3-texture material, I will to have choose between Opacity, Emissive, Metallic and Roughness. Fun constraint to work within.
I end up packing channels different and leaving normal map as it is.