Invert Alpha Channel Math?
I am trying to invert an alpha channel of a texture but the math seems to be coming out incorrect using a OneMinus. Is this a common problem? Does an Alpha channel us a different range than R, G, B?
I'm inputting the alpha into the roughness of a material, does roughness require a different range over base colour?
asked May 31 '14 at 07:17 PM in Rendering
You cant get the best result if you plug the roughness map directly into roughness input. Try using it as the alpha of a Lerp node, then set the values within that Lerp for min. and max. roughness. This way you wont even have to invert the texture since you can just switch the input of the values as you wish.
answered May 31 '14 at 07:29 PM
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