So, Tech artists out there, I'm actually curious, when working with Packed Roughness Metallic Ambient Occlusion in a single texture, shouldn't you technically always put either your roughness or your ambient occlusion in the green channel?
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W odpowiedzi do @BrassardEtienne
Yeah if you're using DXT compression then you get higher precision in the green channel, without a doubt put roughness in there
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W odpowiedzi do @calvinatorr @BrassardEtienne
I've personally seen artists (that had previously shipped X360/PS3 titles with the following pipeline) put roughness maps in the Alpha channel of a texture using DXT1 (1bit in Alpha) and wondering why it looked horrendous...
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Yeah oof I probably wouldn't do that
for dielectrics (if I definitely don't need a bespoke metalness map) I'll do albedo with roughness in alpha (DXT5) and normal with AO in blue (DXT1) to save on texture fetches and overhead from binding SRV objects
Wydaje się, że ładowanie zajmuje dużo czasu.
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