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Description
So I've intentionally kept this description a bit more broad, since there is discussion going on here
In the unreal documentation they outline their format as:
R = Metallic
G = Roughness
B = Ambient Occlusion
And in another UE article it’s:
R = Ambient Occlusion
G = Metallic
B = Roughness
Whereas ours is:
G = Roughness
B = Metallic
See:
//Metallic and Roughness are packed respectively in the b and g channel of a single map |
GLTF Spec also uses "our" format and yet that leads to problems when trying to export a GLTF Project from blender instead of hand crafting Textures to our format. See https://hub.jmonkeyengine.org/t/environment-cam-and-light-probe-question/41241
Under Texture Requirements they also pack Ambient Occlusion into the R channel, which we don't do yet, opinions?
Maybe the GLTF Exporter is broken or our importer is broken? It definitely looks like Roughness and Metallicness is swapped somewhere for users importing from blender.
I didn't want this issue to end like this, I was expecting the GLTF Spec to say something different (namely the Unreal Definition 1), we should still keep track of this in an issue. I'll report back if I find more information