Hello all. So I'm trying to figure out how to texture pack correctly in Substance Designer so that I can use a combined rgb map (roughness, metallic, and AO) inside my project in Unreal Engine. I did some research and found that the RGBA Merge node is perfect for this. However, I don't think I'm using it correctly inside…
The 3D view can't be aware of your packing, more precisely the shader used by default doesn't know what you are trying to achieve with your graph. You need a custom shader to tell the 3D View to unpack your packed channels and tell which channel is what (metallic, roughness and so on). Also for UE4 you need a BaseColor,…