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channels in specular texture


Ubercharge

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hello, can you explain me what does blue channel do, and do I set object to look metalic or non metalic?

 

so far I figured out that I add levels to dds to stretch values to fit colour range in PS then I save it into 3dc format which compresses it back to half a dynamic range.

 

I found out that red channel means Reflectivity/Speclarity and green channel refers to Glossiness/rougness

 

what does blue channel do?

 

Maybe there is somewhat object shader network like in UE4 that can be custom set per object when mod tools are released

 

Also one more important thing, How do I force refresh modified textures ingame through console? it takes ages to turn on/off whole game to see tiny changes I made?

 

 

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