Is that possible to bake roughness, metallic and ambient occlusion into 1 texture map in blender so I can use it easily in unreal engine, as substance painter do?
2 Answers
No, you can't. Bake all textures into 3 files and then combine them in Gimp, Krita, Photoshop or Blender's compositor:
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$\begingroup$ Thank you for the answer it was quite helpful. I searched using composite to mix these maps but unfortunately I couldn't find anything helpful, could you please help me and give me a tip on how to do that? $\endgroup$– RekanCommented Sep 29, 2022 at 13:40
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1$\begingroup$ This process is called channel-packing $\endgroup$ Commented Sep 29, 2022 at 15:40
It depends what are you using.
If you got 3 values in shading editor, then YES You can bake all 3 into one, but must use emit node, or just directly connect packed values as color to output.
I use ucupaint addon, so I paint what I want: color, metal, roughenss. Then I add some modifiers to each layer. This node "Ucupaint Node" just lets me reroute all that values into emit node.
Just change bake type to emit and you should have channels packed.
Downside
Downside of this is that you will not use any blender shaders, like Principled BDSF, it may benefit some textures, but I don't know it yet. I wait for somebody to explain to me some technical aspects in this question if using Emit approach is ok. Which is correct way of baking roughness map. Emit node or Principle BDSF