So I have this compond texture where the channels are split up like the following:
R = specular roughness
G = normal map red channel
B = ambient occlusion
A = normal map green channel
Now I thought this should be simple to just take the G and A channel and plug it in a colorConstant, then for the B channel, plug a floatConstant with a value of 1. This is what I’d do in Photoshop so I can’t see why it’s not working. What am I missing here?
Oh and another issue is that when you create a bump2D node and connect a texture, it connects the alpha slot to the bump2D node. I haven’t thought so much about this before, but why does it do that? How does that work and how can I replicate this with this setup. My alpha channel in my colorConstant is obviously empty…