Essentially, it's because the gradient doesn't have to be accounted for as strongly. Where a normal map is that light blue colour (R/G/B:127/127/255) it means that the normal points in exactly the same direction as the interpolated vertex normal at that pixel. So the more of that colour you have, the less the normal map is…
The only thing that *needs* to be linear space is a normal map, though it makes some sense for roughness maps and metalness maps to be in linear space too. However, there is no requirement there, you can have sRGB roughness and metalness maps, you just need to author and preview them as sRGB. The problems arise when you…
All right Keg, this is what CatLog spat out. There's some other junk in there like the power saver turning on at the end, and i think some lines in the beginning were there before . launched PolyViewer. But I'm sure you can make sense of it. beginning of /dev/log/systembeginning of /dev/log/main 07-02 19:58:13.920 E/GetJar…
Good! Close enough! But not quite right (I think)... So here is my solution... As you said we need to save the lower 8-bit and the higher 8-bit to different files in order to mix them back together in Unreal. In order to to do this, open up the original 16-bit vectormap and simply go to Image/Adjustments Levels. First…