Hi! So I want to find the best possible setup for the following textures: * Albedo RGB * Opacity * Normal RG * Height * Emission RGB * Ambient Occlusion * Metallic * Roughness I've prepared the initial layout, which is the best I can think of by myself, but I'd be happy to hear your suggestions on that. And I don't care if…
Yeah... you could compress a normal map with DXT5 or something so you can put other info in the blue and alpha, but that typically leads to artefacts so you should only really do it as a last resort, and if you're able to cover up the artefacts with other means.
My understanding is that this is what's usually done. At the very least that's the default packing for Substance, and most example shaders i've seen use this scheme (although I mostly use UE4).
Well, actually I want to keep some flexibility when adjusting metallic factor and that's why I want to keep it there. Also height map should NOT be compressed using DXT1, as I think about that... Isn't height just as important as normal map? For example look how similar they are when using bump instead of normal mapping.…
Typically i would try to put any kind of binary information, or information that doesn't require a lot of precision (metallic is a good example) in the blue channel, as that is the most heavily compressed.
When I tried to pack normal map with other texture, it looked really bad. Default normal map compression looks better. If there are no metallic details, I would pack height instead of metal. Theres no reason to have full-black metal texture for brick wall, for example.
I've also read that Normal maps using BC5 can result in black when the blue channel is dropped by the shader which results in a sort of multiply effect that can darken the NM. Same thread advised BC7 instead for NM. I think it was one of the Skyrim devs talking about their switch from the older DXTs.
I mean that I don't want to put metallic in DXT1 Alpha channel or skip it. I want to save some space when using BC1 for ARM and emission. But if I could store normal and height together in 4MiB BC7 texture, then I'd go for BC7 ARM (smooth AO transition) and optional BC7 emission compression (but the gradient appears very…
Roughness and Occlusion most of the time have much more information than Metalness (which is nearly always black or white, with few grays). So use that to your advantage.