Opacity Maps
In order to create the dripping blood texture for my scene, I had to create an opacity map. The way I did that was go on Substance Painter, open a new project and set the Shader Settings to PBR metal-rough with alpha blending. What that does is it basically creates a separate opacity map for you that you can manually export from Painter and connect to the Opacity Mask node in your material in Unreal Engine.
This year, I learned how to channel pack properly which is something that I didn't do last year. When it comes to Substance Designer, I tend to do it manually, but when it comes to Substance Painter, I tend to just export my textures once they're ready by using the Unreal Engine 4 (Packed) option. What that does is it automatically exports my Ambient Occlusion, Roughness and Metal map all together on the same texture sheet. After that, the only thing that I manually have to fix is find my roughness map in Unreal and make sure that the sRGB has been turned off and it's set to Linear Colour - that gets rid of the issue where a lot of times, the textures appear extremely shiny in Engine.
Here is an example of the final outcome in Unreal.
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