Anyone have an issue where the detail map works correctly if using a regular normal map, but renders the normal channels (G&A) incorrectly if using a “default” 4 channel texture? I’ve tried making the detail maps as described: red channel of a normal map is pasted into the alpha of the detail map; green channel remains the same, and blue is smoothness, while red is a desaturated albedo. In this set up, the detail map slider causes the normals to seemingly skew upwards…it’s very strange. However, if I use a regular normal map, the detail normal slider works fine…but of course, the albedo and smoothness sliders do nothing. Thx!
Hi. The only thing I can think of, if that the texture is set to sRGB, and the normal y channel would expect a linear value. Not sure if this is the case though. Hope it helps.