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[SOLVED] How to create RGB shader for metalness workflow?

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So I understand that {Metalness, Roughness, Specular} can be defined by a single texture file with the corresponding {R,G,B} channels in the metalness workflow. Also that while importing textures, you can set a preset for that specific texture asset to work in such field or another. However the real question follows:

 

How do I turn 3 separate Black&White metalness, roughness, & specular texture files into a single texture file with the appropriate color channels RGB.

Followup question, is this something easily done through Unigine, or is this something I should use a third party software for.

 

I'm currently trying to figure out how to manipulate the black an white textures in Gimp to mask into a single texture... But that is a bit challenging as well considering I am very new to texture & material design.

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find_me

You don't need to manually convert grayscale textures, just copy them as-is into the specific channel in your DCC tool. Alternatively, you can use Substance Painter with configured export preset for shading texture or third-party generators:

Thanks!

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Thank you very much that is loads of help!

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