I’m having two issues with my textures in a material. The base color fades a lot when adding it to the material, and the Ambient Occlusion input seems to do nothing, so I had to multiply it with the base colour instead. Here’s my setup:
This is how the colour is supposed to look:
As you can see it is way more saturated than the thumbnail for the base colour. It changes when I drag it into the material slate editor.
Sampler type is set to Color and I have sRGB enabled in the texture settings. For some reason, the texture becomes more faded in the texture settings viewport when I enable sRGB, but it has no effect in the actual material. What is causing this?
Here are the texture settings:
And for the ambient occlusion input, it doesn’t seem to do anything when I plug in the AO map, which is in the Red channel of my texture. It’s set to Linear Colour, and I have sRGB disabled in the texture settings, but I don’t know if that’s the right choice.
With AO plugged into a multiply node with the base colour:
AO plugged into the AO input:
The AO texture settings:
Does anyone know what I’m doing wrong? Any help is appreciated!
Replies
As far I know, the ao map would only affect indirectly lit areas. Next to some general info, the wiki entry also contains a link to a discussion thread: http://wiki.polycount.com/wiki/Ambient_Occlusion_Map.
Of course you could use the ao mask to add varition to your surfaces, same as with other masks.
Edit: I can re-produce your experience using a 16bit texture instead of a 8bit:
Edit 2: a thread describing a similar issue, 16bit texture exported from designer: https://polycount.com/discussion/223329/textures-from-substance-designer-not-displaying-correctly-in-ue4
For the AO issue, you can use AO maps only if you uncheck "Allow Static Lighting" in the project settings. Otherwise the AO slot in the material editor will do nothing. If you do uncheck "Allow Static Lighting" you are required to restart the editor. And as mentioned by Alex, the AO map will only affect indirectly lit areas.
I hope that helps.