I'm trying to optimize my models for opengl visualisation and one of the thing you can do is having one texture that carry all your black and white maps (AO, metallic, roughness...). Once I've baked all my maps separately, what's the best way to combine them into one texture like that? Should I do it in Blender or in Photoshop? What's the workflow?

In the end I want to be able to do something like this with my final texture: https://pasteboard.co/IqKKZUY.png


  • $\begingroup$ Combine RGBA node in the compositor editor should do the trick. $\endgroup$ – FFeller Oct 17 '19 at 14:13

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