Strange things in the grayscale textures pipeline
I try to use uncompressed grayscale textures and I got results I don't understand. My textures are to be used for vertex displacement and I need to keep the highest quality possible. So to me the best choice is the G8 compression format. I also uncheck the sRGB parameter in the Texture options because those textures are not for visualization. Beside if the sRGB checkbox is checked the compression format switches back to B8G8R8A8. So in the texture editor the texture is displayed exactly as I see it in Photoshop and as I expect it to be.
The thing is when I import it in the shader editor the texture sampler is in Linear Grayscale and the look is awful (as if corrected with a gamma). If I set the sampler to Grayscale I got an error on the Texture Sample node.
So my questions are: - why the preview of the texture differs from the Texture Editor and the Shader Editor? - why can't I use a linear sampling?
By the way my texture has been imported as a grayscale image in png format because the grayscale tga format returns an error at import time. Isn't tga format supposed to be fully supported?
Thanks a lot
asked Dec 26 '14 at 10:09 PM in Rendering
Hey werwack -
I have asked our engineers to look closer at this issue as a possible bug, for reference UE-7379. As soon as I hear back from them I will let you know.
Thank You for your patience -
answered Jan 09 '15 at 10:14 PM
Lovecraft_K ♦♦ STAFF
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