I like to use a multisub material in max and have the first mat black and second is white and use the texture baking on diffuse to create the roughness map as a tga file. When I try and use it in UE4 it doesnt work the way I expect, it actually feels like it just ignores it. I created a constant vector 3 node in UE4 and set it to white and connected it to the roughness and the roughness worked like it should. Is there something I need to do with the texture from 3ds max in maybe photoshop or within UE4 to get it to not ignore the pixels? I read that with Roughness maps from substance painter you have to uncheck the sRGB and set the node Sampler type to Linear color to get the roughness to act right but it didnt help me. Any Suggestions would be awesome thanks.
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If you baked it as a diffuse you should probably leave the sRGB ticked as that's how it'll have been stored from the bake.
We can't diagnose the problem without a picture.