In TRS 2019, RGB + A is used in texture materials, and most programs can build their own texture, such as Photoshop, for each channel, but it is possible to create textures and convert them directly to the desired material that we can apply directly to the model. How do you do it?
Albedo | RGB+A |
Normal Map | RGB+A |
Parameters | R+G+B+A |
Albedo used Diffuse map and alpha channel as opacity, Normal map uses RGA and height map as alpha channel.
Parameter Map has a separate channel for each is determined texture: R: Emissive G: Roughness B: Ambient A: Metallic
forum.wikiquik.eu/index.php?attachment/59/
Each texture must be exported in tga and 32 bit version to use alpha channel. The size of the texture must always be a multiple of two, ie: 256x256; 512x512; 1024x1024 or 128x512. Greater than 2048px is not recommended.
forum.wikiquik.eu/index.php?attachment/56/
In Substance Painter, each project uses basic materials, Opacity must be set separately.
forum.wikiquik.eu/index.php?attachment/58/
In Phtoshop you can see what textures are used by every material:
Albedo:
forum.wikiquik.eu/index.php?attachment/52/forum.wikiquik.eu/index.php?attachment/53/
Normal+Height
forum.wikiquik.eu/index.php?attachment/54/
Parameters: