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3ds max diffuse texture bake for roughness map for Unreal.

snake85027
polycounter lvl 18
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snake85027 polycounter lvl 18
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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