Production guide
Unreal ORM packing explained
Pack occlusion, roughness, and metalness deliberately when an Unreal project expects ORM masks.
Production problem
Unreal projects often use one RGB texture for AO, roughness, and metalness; the channel order must be explicit or the material response breaks.
Decision checklist
- Use Red for AO, Green for Roughness, and Blue for Metalness unless the project says otherwise.
- Disable sRGB on ORM and other packed data textures.
- Keep the unpacked maps until the packed texture has been checked in-engine.
Common failure cases
- Packing roughness into the wrong channel changes gloss instantly.
- Leaving sRGB enabled on ORM shifts every scalar value.
Production FAQ
Does ProcTexture export ORM automatically?
No. Export raw maps, then pack AO/Roughness/Metalness in your project toolchain.
Can non-metal materials use ORM?
Yes, but the metalness channel should stay black or zero for dielectric materials.