Advanced Channel Packing

An advanced technique for packing data into texture channels that allows you to represent all of the texture data needed for a material in just two texture samples. Using this method saves both texture memory and performance, but since you're packing non-normal data in with the normal map, you do lose a little bit of quality in the normal. It also requires doing some extra steps in the shader to unpack the normal data

Traditional 5-Map set-up:

1. Albedo / Diffuse
2. Metalic
3. Roughness
4. Normal
5. Ambient Occlusion

ORMS 3-Map set-up:
Does exactly the same as the 5-Map material but in 3.

1. Albedo / Diffuse 
2. Metal, Roughness and AO 
3. Normal

Advanced Channel Packing 2-Map set-up:
Does almost exactly the same as the 3-Map material but in 2.

1. Albedo / Diffuse + Roughness in the Alpha Channel
2. Red and Green Channel for Normal, Blue for AO

*Make sure SRGB is set to off and to use BC7 in the compression settings for the textures.

Watch the tutorial here:




Popular posts from this blog

How to Blend assets with your Landscape in UE4 Runtime with Virtual Texturing (RVT)

Accurate velocities from vertex deformation

Volumetric Fog and Lighting in Unreal Engine 4