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Today I saw the bitmaps of the materials inside the SDK and they use two textures.
One for albedo.
One for normal, roughness, metallic.
how can be this possible since normal maps use the RGB channels and in this case G channel is being used by roughness and B by metallic???
Only R channel is left for the normals, using the X coordinate only of the normal map.
One for albedo.
One for normal, roughness, metallic.
how can be this possible since normal maps use the RGB channels and in this case G channel is being used by roughness and B by metallic???
Only R channel is left for the normals, using the X coordinate only of the normal map.




