Hi all! I am trying to bring Substance Designer into my work pipeline, and I had a question about best practices for preparing textures. I am using Unreal 4, and I really love the ability to use the Substance instances to change materials on the fly, but it seems like it will overall be more performance-friendly if I…
You should indeed probably try to merge roughness and metallic and maybe AO into a single RGB map to save on texture samples and video memory.If you build your substances in Designer, you can still expose all the parameters you want, just make sure you use a rgb merge node at the end before publishing.