I wanted to bring this up as a discussion because I heard of this method a while back I can't remember where it was mentioned, but they called them "loaded textures", but this doesn't seem to be a popular method of handling greyscale textures. Why not take 3 grey textures and put them into the RGB channels of a color map,…
Kinda used already for directionnal lightmaps, where light intensity from 3 directions is stored in one RGB map, while the pure color (which requires less resolution), is stored in one little map or vertex color. But i guess it could be done for a diffuse map too. The process would be 1 big RGB luminosity texture + 3…
@Noors, yeah I'm referring to "regular" greyscale maps. I was wondering if many pipelines use this or if it just makes it more difficult to find things. JacqueChoi's example is right on the money. Similarly I did a spec/emmissive/diffuse in one texture. All I needed was orange to be multiplied into the emmissive so I was…
I've used this method too. Great for packing all your masks together. I created a shader so the Gloss/Reflectivity/Emmissive were all thrown into one RGB texture. It's something that's easily possible with node-based shader setups.