Channel packer
Pack separate grayscale maps such as AO, roughness and metallic into the RGBA channels of one texture, then export the packed PNG. Runs in your browser.
Runs entirely in your browser. Nothing is uploaded.
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
- Load each greyscale source map, for example ambient occlusion, roughness and metallic.
- Assign a source and a channel (R, G, B or A) to each.
- Preview the combined result.
- Export the packed PNG ready for your engine.
Frequently asked questions
ORM packs ambient occlusion into the red channel, roughness into green and metallic into blue of one texture. It is the standard packed layout for glTF and Unreal materials, and this tool builds it from your separate maps.
Each channel holds one greyscale map, so packing three maps into one RGB texture cuts the number of files and texture samples, saving memory and improving performance.
No. The channels are combined in your browser and your maps are never uploaded.
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