RGB Separation node - Green Channel Problem #58083

Closed
opened 2018-11-27 11:45:26 +01:00 by Alma Talp · 8 comments

Win 7 64 Pro
Blender 2.79B
GTX 1080Ti

When using a packed texture*, the Ambient Occlusion map - packed to the Green channel - renders incorrectly.

See animated GIF,
I also attached a Blender file, jut set viewport to Cycles.

*'Packed texture ' means the typical method to use an RGBA texture to store PBR channels like Metalness, AO, Roughness, etc.

In this case: R=Metalness, G=AO, B=BUMP, A=Roughness

Thanks.Green Channel Problem.blend

Green Channel Problem.gif

Win 7 64 Pro Blender 2.79B GTX 1080Ti When using a packed texture*, the Ambient Occlusion map - packed to the Green channel - renders incorrectly. See animated GIF, I also attached a Blender file, jut set viewport to Cycles. *'Packed texture ' means the typical method to use an RGBA texture to store PBR channels like Metalness, AO, Roughness, etc. In this case: R=Metalness, G=AO, B=BUMP, A=Roughness Thanks.[Green Channel Problem.blend](https://archive.blender.org/developer/F5733835/Green_Channel_Problem.blend) ![Green Channel Problem.gif](https://archive.blender.org/developer/F5733842/Green_Channel_Problem.gif)
Author

Added subscriber: @AlmaTalp

Added subscriber: @AlmaTalp

Added subscriber: @moisessalvador

Added subscriber: @moisessalvador

I tested it, it seems that the alpha affects the green channel. I saved it as EXR and it doesn't give that problem.

At first I was about to say that it must be a problem with the TGA format, not with Blender, but the truth is that the data of the green channel is untouched, so the alpha affecting the rgb must happen on the Blender side. For my buck, it's a bug. Let's see if a developer confirms it.

In the meantime, as a work around, you can save it as EXR, or go to the properties of that image and disable "use alpha" (see gif)
gif.gif

I tested it, it seems that the alpha affects the green channel. I saved it as EXR and it doesn't give that problem. At first I was about to say that it must be a problem with the TGA format, not with Blender, but the truth is that the data of the green channel is untouched, so the alpha affecting the rgb must happen on the Blender side. For my buck, it's a bug. Let's see if a developer confirms it. In the meantime, as a work around, you can save it as EXR, or go to the properties of that image and disable "use alpha" (see gif) ![gif.gif](https://archive.blender.org/developer/F5734789/gif.gif)
Author

Thanks you, it clearly seems to be a bug to me. As for real-time engines TGA is a very popular format, hopefully it will be fixed soon.
So it will keep the Cycles Principled-Unity-Unreal, etc. texture usage easy.

Thanks you, it clearly seems to be a bug to me. As for real-time engines TGA is a very popular format, hopefully it will be fixed soon. So it will keep the Cycles Principled-Unity-Unreal, etc. texture usage easy.

Added subscriber: @StephenSwaney

Added subscriber: @StephenSwaney

Shouldn't your texture be set to Non-Color Data if it isn't color data?

Shouldn't your texture be set to Non-Color Data if it isn't color data?
Author

Doesn't matter.

Doesn't matter.

Closed as duplicate of #53672

Closed as duplicate of #53672
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Reference: blender/blender#58083
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