Skip to content

Latest commit

 

History

History
50 lines (38 loc) · 2.83 KB

File metadata and controls

50 lines (38 loc) · 2.83 KB

日本語 (Japanese)

Quick Start Guide

Zero to Packed Texture in 10 seconds.

Tool Overview

1. Installation

  1. Copy the TextureChannelPacker folder into your project's Plugins directory.
  2. Restart Unreal Engine.

2. Step-by-Step Workflow

Step 1: Open the Tool

Go to Tools > Texture Channel Packer.

Step 2: Pick a Preset (Optional)

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/).

Step 3: Drag & Drop Inputs

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.

Step 4: Preview (Optional)

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.

Step 5: Verify & Generate

  1. Notice that the Output File Name is automatically generated (Smart Naming).
  2. 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.

  3. Toggle Invert on any channel if you need to flip values (e.g., Roughness → Smoothness).
  4. Click the Folder Icon if you need to change the save location.
  5. Click Generate Texture. If an asset with the same name exists, a confirmation dialog will appear.

Pro Tips

  • 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.