I am trying to get my head around optimised RMA material creation.
Each of the RMA channels is a greyscale image (plugged into the RGB channels of a bitmap/jpeg etc). Presumably, black means 'zero' and white means 'maximum', so:
Roughness - Black means completely smooth (like a mirror), and white means completely rough (like sandpaper)
Metallic - Black means not at all metallic (like wood) and white means absolutely metallic (like chrome)
AO - Black means no effect, white means full effect (though I don't quite get how this affects the look of a material yet).
Does this seam about right?
Each of the RMA channels is a greyscale image (plugged into the RGB channels of a bitmap/jpeg etc). Presumably, black means 'zero' and white means 'maximum', so:
Roughness - Black means completely smooth (like a mirror), and white means completely rough (like sandpaper)
Metallic - Black means not at all metallic (like wood) and white means absolutely metallic (like chrome)
AO - Black means no effect, white means full effect (though I don't quite get how this affects the look of a material yet).
Does this seam about right?
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