I grabbed a material from Megascans, it has a albedo, normal map and a texture with 3 channels. Red = AO Green = Roughness Blue = Displacement / Height ? I want to use the last texture for Parallax Occlusion but I can't seem to make it look right. In the Heightmap channel(V4), I keep hearing it should be set to Red for X…
Strange. Here is a quick test with a POM material as described in the old unreal documentation entry posted above (Heightmap Channel - blue, reference plane - 0.5), with some default Megascans texture sets assigned: edit: ah, you're probably using Pixel Depth Offset.
Sorry for the late responce, but yes I have two shaders, one with and one without Pixel Depth Offset. Dosn't seem like either of them work as intended though, at least not with the blue channel. I'll keep looking into it, for now the red channel seems to work for some reason. I'm assuming since your test was also using…
Yea, I usually pack it as ORM as well. Im in the start of a project so I'm using megascan textures just so I can have some temporary lookdev going. It seems to have a AO map in Red, a roughness in Green and a heightmap in Blue. But when I add the blue channel it looks completely wrong, it's like it's tiling the UV /…