Reputation: 47
If the metallic texture is being reused (same UUID) as the roughness texture and I don't need the roughness texture, would it be more performant to set the roughnessMap as null?
I don't understand why the metallic texture is being reused so an explanation of that would be appreciated as well.
Upvotes: 1
Views: 552
Reputation: 28482
The .metalnessMap
uses the blue channel while the .roughnessMap
uses the green channel of the same texture. This is done to save filesize and memory, since using a single RGB texture for multiple purposes is more cost-effective than using separate RGB textures.
Ambient occlusion uses the red channel of the assigned texture, so you could potentially have three separate maps for the price of one!
Upvotes: 1