About the Channel packer

Channel packing stores several greyscale maps in the red, green, blue and alpha channels of one image, so three or four textures become a single file the GPU can sample once. The common ORM layout (occlusion, roughness, metallic) used by Unreal and glTF is exactly this kind of packed texture.

How to use the Channel packer

  1. Load each greyscale source map, for example ambient occlusion, roughness and metallic.
  2. Assign a source and a channel (R, G, B or A) to each.
  3. Preview the combined result.
  4. Export the packed PNG ready for your engine.

Frequently asked questions

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