Zero to Packed Texture in 10 seconds.
- Copy the
TextureChannelPackerfolder into your project'sPluginsdirectory. - Restart Unreal Engine.
Go to Tools > Texture Channel Packer.
Choose a Preset from the dropdown at the top to set channel labels, filename suffix, compression, and invert defaults in one click.
- ORM (default): R = Ambient Occlusion, G = Roughness, B = Metallic — suffix
_ORM. - MRA: R = Metallic, G = Roughness, B = Ambient Occlusion — suffix
_MRA. - Use Save As... to store your own layout as a reusable preset (shared with your team via JSON files in
Saved/TextureChannelPacker/Presets/).
Drag your textures directly from the Content Browser into the slots.
- Tip: Standard ORM layout is Red = Ambient Occlusion, Green = Roughness, Blue = Metallic.
- Source Channel: Each slot has an R/G/B/A dropdown to choose which channel to read from the input — handy for sourcing from a color or already-packed texture without splitting it first.
Click Update Preview to see a low-resolution composite of the packed result before generating an asset.
- Use the View dropdown to inspect the RGB composite or any single channel (R/G/B/A) as grayscale.
- Notice that the Output File Name is automatically generated (Smart Naming).
- Set the Width and Height for your output resolution (they can differ for non-square textures).
Note: Resolutions above 8192px will show a memory warning dialog before processing.
- Toggle Invert on any channel if you need to flip values (e.g., Roughness → Smoothness).
- Click the Folder Icon if you need to change the save location.
- Click Generate Texture. If an asset with the same name exists, a confirmation dialog will appear.
- Empty R, G, B slots are automatically filled with Black (0). Alpha defaults to White (255).
- No need to resize textures beforehand; the tool handles it automatically.
- For ORM maps, leave the Compression setting on
Masks. - Use a Preset to reuse channel layouts across your team, or Save As... to create your own.
- Use the Source Channel dropdown to pull data straight from a packed/color texture — no need to split channels first.
- Hit Update Preview to check the result (and inspect single channels) before committing to a full generate.
- Use the Invert checkbox to flip values per-channel — no need to edit source textures.
- Width and Height can be set independently for non-square output textures.
