Quote: "color map should need no alpha/separate shader in PBR to emit cubemaps"
Yeah I did notice that, but wasn't sure if the alpha should be there, since it was required before PBR was in the engine.
I just wanted to be sure I was heading the right way before I got carried away with my little project, as I really want to do all the textures myself in Photoshop so I can get a feel for how PBR works, rather than just letting Substance or Quixel create the maps - just a little learning curve thingy
I was also not sure because I tried one part of my sci-fi interior using Normalizator to compare the outputs and every texture it puts out for PBR (color\metalness\gloss\height\ao\normal) has an alpha channel added, and I think they might be using A8R8G8B8 setting for the .dds.
Quote: "however sometimes when using non-pbr textured objects in PBR, they will reflect their illuminationmaps."
Yes, came across that a few times already
In my experience animated objects like doors for example will do that when they also have an _I map.
Reliquia....
aka OldFlak
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