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Texture Packing Channels (RGBA) to Unreal.

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ggggman
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How do you texture pack the RGB Channels to be used in UE4?
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Mamarok
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How is this related to this forum? Which distribution, which exact Plasma version?


Running Kubuntu 22.10 with Plasma 5.26.3, Frameworks 5.100.0, Qt 5.15.6, kernel 5.19.0-23 on Ryzen 5 4600H, AMD Renoir, X11
FWIW: it's always useful to state the exact Plasma version (+ distribution) when asking questions, makes it easier to help ...
ggggman
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Yes, I figured it out!!!!:
1. Select your layer to add a color channel (Ambient Occlusion, Roughness or Metallic).
2. The Overlay Colors will be Red, Green & Blue.
3. Right Click on layer and select, "Layer Style".
4. Use Overlay/Blend Mode: 100% Multiply (Red for Ambient Occlusion/Green for Roughness/Blue for Metallic).
5. After this, Flatten each Layer by Right Click & "Flatten Layer".
6. Set two top layers to Screen so the R&G channel are exposed.

Before Exporting you need to fix your "Roughness layer Levels" before Channel Packing the Texture:
1. Select your Roughness Layer/Select, "Filter" in your Menu Tab/Select "Adjust"/Select "Levels"/Under, "Input Levels"/Set 0 to "127".
2. This will fix the Roughness in your Channel Packing.

Good Luck!

-Hank
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Mamarok
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right, I guess this is about Krita, you are in the wrong sub-forum here, moving the post...


Running Kubuntu 22.10 with Plasma 5.26.3, Frameworks 5.100.0, Qt 5.15.6, kernel 5.19.0-23 on Ryzen 5 4600H, AMD Renoir, X11
FWIW: it's always useful to state the exact Plasma version (+ distribution) when asking questions, makes it easier to help ...


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