Hello. This thing comes up a lot when I work with megascans asset, and I don't really understand why it is. Often times, I get the best result if I put the roughness map into srgb color space (in Unreal Engine). Especially on foliage, but sometimes on other type of assets too. Why is that? Is this normal and I miss something? From my experience, anything grayscale should be set to linear color in PBR. I am not using the quixel master material by the way.
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