@Alex_J I wonder how well this works in practice. Losing GI in a scene originally designed and lit for it would have a very significant impact visually, I feel like you'd need 2 different lighting scenarios for lumen on and lumen off. I almost feel that I wouldn't even bother with trying to support both. Unreals current…
Hi folks, I'm using the UE4 optimized preset from DDO. What it does is, put all masks into one *_R map at export time Red=Roughness Green=Metalness/Spec Blue=AO Alpha=Opacity And the heightmap I'm using for bumpoffset effects is stored in the normals alpha RGB=Normalmap Alpha=Heightmap However, when importing the normal…