ARM Texture Packing
A texture channel packing convention that stores ambient occlusion, roughness, and metalness in the R, G, and B channels of a single texture, respectively, to save on sampling and video memory.
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In GridFall, all textured materials have a metallic value of 1.0 on import, and the metallic map reads the blue channel of the ARM packed texture, causing roofs, bricks and concrete to be rendered as metal reflecting the sky.
When fixing metallic materials, changing only the metallic scalar is not enough; the metallic texture slot must also be cleared, otherwise the shader will keep reading the blue channel of the ARM texture and override the scalar.
All Facts (2)
In GridFall, all textured materials have a metallic value of 1.0 on import, and the metallic map reads the blue channel of the ARM packed texture, causing roofs, bricks and concrete to be rendered as metal reflecting the sky.
50%UnverifiedWhen fixing metallic materials, changing only the metallic scalar is not enough; the metallic texture slot must also be cleared, otherwise the shader will keep reading the blue channel of the ARM texture and override the scalar.
50%