I also posted the same question in the technical talk sub-forum: http://polycount.com/discussion/184005/normal-map-compression-and-channel-packing
To avoid having split threads (and repair my mistake), consider posting your reply there instead!
Intro: I've already spent 2 days trying to understand this and lost sleep over…
3-2-1 backups, folks. Personally I really care about my data, a lot of it is irreplaceable, so I invest in redundant backups. I use NAS devices and the cloud. More about that here https://www.reddit.com/r/qnap/comments/dehngo/how_to_protect_your_data_raid_is_not_a_backup/ As an artist, losing my data suuuuuuucks! (EDIT: I…
hey sorry to resurrect this old thread but is there a viewport shader in max or maya these days for viewing rgba blended textures(eg R is rock, G is grass, B is sand, a is snow and a mix mask) ?
I agree, that B is definitely a metallic map. G could be gloss, and it's hard to tell what R would be. It would probably be a lot easier to help you if I had DA:I myself...
JoshuaG u can check Quixel you-tube channel, there r plenty of videos that might help u, this one is good enough to start https://www.youtube.com/watch?v=YyJJAp17K-Y
Finally started playing around with render Targets, some R&D for interactive snow, that I'm going to use for my Dynamic weather system in UE4, My Grad School FInal Project.
You should be able to take reflection vector, use transform vector and go from tangent to screen, then component mask of R,G then *0.5 and +0.5 then use that as your image's texture coordinates