About this, when you say gamma space what do you mean exactly? I'm currently working with an indie company and combining maps as so: normal/height RGB/A (normal and parallax), rough/AO/metal = R/G/B, and Albedo as it's own map. I just learned that G has 6 bit depth while R and B has only 5 bit depth and that the alpha…
How do I go on about creating Ambient Occlusion maps for UE4? Now that I know we shouldn't incorporate AO into the Albedo/Base Color input in UE4, where should I plug the AO map in the material inputs? Is AO creation necessary for any assets in UE4? I mean I saw a few AO systems like SSAO and DFAO; what are these and how…
Thanks for the info EarthQuake! I think I understand the concept as you describe but if you happen to know or have a link to a good resource or two that goes into depth I'd really appreciate having it :) I've been having a difficult time finding anything good myself
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…
Making a combo map with 3 RGB channels is a really good idea, however, putting a 4th in the AO channel doubles the compressed texture memory. Usually you can find at least one map that works fine with less resolution than the others, so, If you size down that one (for instance, 1024x1024 to 512x512) and save it as a second…
Yeah, not having any strict guidelines for this could cause a lot of problems, especially if you have artists reusing content for other assets without knowing the color space it was authored in. I wouldn't really recommend artists making this call on an individual basis or a per asset basis, but if you're talking about…
Good place to start here: http://filmicgames.com/archives/299 This covers mostly linear space in lighting, which isn't really what we're talking about here. UE4 and most modern engines do all the shader calculations in linear space. But that is a separate issue than loading in gamma or linear space textures. Though the…
Remember that AO maps need to be in gamma space (sRGB) while roughness, metallic and similar maps have to be in linear space which makes combining them inadvisable, at least in UE4.