This color space causes some issues with some textures. It is also a bit too heavy on the VRAM.
Now we use the default color space. We also do not use the RVT mask channel (which is used for grass).
Instead, we are using the specular channel & generating specular values on-demand based on the roughness.
This color space causes some issues with some textures. It is also a bit too heavy on the VRAM. Now we use the default color space. We also do not use the RVT mask channel (which is used for grass). Instead, we are using the specular channel & generating specular values on-demand based on the roughness.