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Image map packing

Home Forums General Questions Image map packing

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  • #11274
    Pottsie
    Participant

    Hi there!

    I’ve seen some tutorials which use the method of overlaying various maps (roughness/metallic/AO, etc) into a single map for optimization. The map is then plugged into a principled node’s respective slots.

    Some tutorials do not separate the channels first, while others do via a “Separate RGB” node. The one that does the latter method is the “City” sample file that ships with Verge3D.

    So my question isn’t how to pack multiple maps, but what scenario dictates the need to separate RGB channels first, before inputing into a shader?

    Check out my sketch book :) | www.instagram.com/b.potts.art/

    #11287

    So my question isn’t how to pack multiple maps, but what scenario dictates the need to separate RGB channels first, before inputing into a shader?

    If you packed Ambent Occlusion into R chanel, Roughness map into G chanel, Metallic map into B chanel, so your separating will be something like this: use Separate RGB node after the texture and connect R chanel to Ambient Oclussion, G chanel to roughness and B chanel to Metallic inputs of the material.

    Co-founder and lead graphics specialist at Soft8Soft.

    #11318
    Pottsie
    Participant

    Hi Mikhail!

    Thank you! I should clarify, my apologies.

    I’m really wondering when do we need to separate the channels as opposed to simply routing them directly into the shader (without separating the RGB channels). I suppose it just depends on the application?

    After researching a little bit more, I think what I’m referring to is PBR (gITF 2.0 standard) vs Baked Textures. And I may have just answered my own question :)

    So for highly interactive applications (like the City sample), one would use the Separate RGB method. For more of visual focused application that would need PBR materials, one would use the Verge3D PBR. Am I think about this correctly?

    Again, thank you! :)

    Check out my sketch book :) | www.instagram.com/b.potts.art/

    #11323

    After researching a little bit more, I think what I’m referring to is PBR (gITF 2.0 standard) vs Baked Textures. And I may have just answered my own question

    You do not need stick to GLTF standart if you will use this scene only with the Verge3D engine player. You can pack all textures as you need and repack tham too.

    Co-founder and lead graphics specialist at Soft8Soft.

    #11324
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