Does anyone know how to configure roughness and metallic to work like Unreal 4? Since UE4 inverts the values, so 0 being rough and 1 being metallic. Unless I'm missing out on some way to just invert those maps I make in substance in Unreal 4 EDIT: Nevermind I think it is actually correct in Substance anyway.
Hey WarrenM, it seems that you are not importing your textures in Linear Color Space. Substance Designer and Painter are both authoring Roughness/Metallic/Normal,... In Linear Space by default. Only the color maps are RGB Space. In UE4: Double click the texture to open the texture editor and uncheck the button "sRGB" under…
Thank you for the info Kandar, though i was referring to multi-MESH object importing, so the user isn't forced to combine all their meshes into one mesh object before importing (for working on things like vehicles, mechs and characters with armor ect) Though i am happy to see GoZ on the roadmap. And yes, PTEX would be…
That's the long and short of it, yeah. Other maps should display fine, just make sure that srgb is unchecked in the UE4 texture editor for things that aren't your base color map. (The easiest way to do this is to set the texture compression preset--TC_Masks if you have metallic, roughness and AO channel packed,…
I'm trying to set up a custom export preset where AO is output as a standard texture channel. So for an RGB, I'd want something like R - Roughness, G - Metallic, B - AO. I don't see an option to include AO (I'd want a simple passthrough, so it packs the AO input map). Would I need to do some kind of workaround using a User…