Product Chat / PBR Terrain textures

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Avenging Eagle
19
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Joined: 2nd Oct 2005
Location: UK
Posted: 25th Jun 2018 22:06
Someone's going to have to explain terrain textures to me. I have a tarmac texture that I want a bit shiny, I read somewhere this could be achieved with an alpha channel being used as a 'gloss' map. I tried that, but with no success. So I reverted to the standard color/gloss/normal/metalness workflow hoping alpha_core.fx might fall back on that if it's presented with those maps. It does not. So what am I doing wrong? How can I get this texture (attached) to have both a normal map, and a specular shine controlled by a gloss/roughness map?

AE

Attachments:
tarmac06.dds - .dds with an alpha channel, GG seemingly ignores the alpha channel
tarmac07_color.png - .png with no alpha, GG refuses to load this
tarmac07_gloss.png - .png with no alpha
tarmac07_normal.png - (weak) .png with no alpha

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Pirate Myke
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14
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 25th Jun 2018 22:30
Gloss is supposed to be the alpha in the diffuse or color map for pbr textures now.

Save it as dxt5 compression for use.
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Avenging Eagle
19
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Joined: 2nd Oct 2005
Location: UK
Posted: 25th Jun 2018 23:54
I have tried DXT5 but it still isn't recognising the alpha channel. Is it perhaps because it is interpolating it? DXT3 appears to have explicit alpha channels, which surely is what I want?

AE

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GraPhiX
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Joined: 15th Feb 2005
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Posted: 26th Jun 2018 00:52
hi Avenging Eagle if you are using PNG they have to be saved as 32 bit
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