HoudiniEngineForUnreal icon indicating copy to clipboard operation
HoudiniEngineForUnreal copied to clipboard

Material Texture Creation - Emissive forces grayscale compression

Open P0LYV0RE opened this issue 2 years ago • 0 comments

Screenshot 2023-05-04 145602

This is more of a nit pick, but as there are only so many material channels we can pass to Unreal, I am forced to use the emissive channel to pass my packed maps. Unfortunately it appears to be hard coded to default these maps to grayscale compression. This is an annoyance because I then have to manually go into individual textures and change this. And just in general there may be times users wish to use a colored emissive map. Hopefully this changes in the future.

P0LYV0RE avatar May 04 '23 19:05 P0LYV0RE