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Jan 29 at 17:24 vote accept Jack Harris
Jan 29 at 5:46 answer added Lauloque timeline score: 1
Jan 29 at 5:37 comment added Lauloque Then all you need is a Separate Color node to isolate the channels, and then do the rest as I mentioned above.
Jan 29 at 1:53 comment added Jack Harris Probably not. I have a image file that's channel-packed, and it contains the metallic, specular, and alpha textures. I use the red channel for the metallic node and the inverse of that texture for the roughness (or vice versa, I can't remember now), and the metallic bits of the model look perfect, as long as the effect is turned down to 75%.
Jan 27 at 5:13 comment added Lauloque You could use a Color > Invert node for the inversion, and a math node (color/float) to multiply by a factor between zero and one. But textures made correctly for a material are meant to work together as is. Small tweaks may happen to appeal user taste, but you shouldn't need such drastic changes. Are you using those maps correctly?
Jan 27 at 0:08 history asked Jack Harris CC BY-SA 4.0