Few questions about pbr materials.
In max normal and roughness maps are treated as data as they are not really image textures
When bringing in a normal map into a pbr material why is alpha checked and filtering checked by default shouldn’t these not be checked?
Also Should I enable filtering or uncheck that and should I check treat as linear?
Should not normal maps be set to 100% ?
Why does the normal slot map have B/N or bump normal? Isn’t a bump map a generic image file while normal maps supply discreet data about a particular model or different data? Wouldn’t these two types need different slots?
See this video for the options for normal and roughness maps in pbr in Max, around time around18:18 for normal maps and what goes wrong when treated as generic bump maps.
Thanks for any clarifications. Things seem to be working just want to make sure I have the optimum settings for PBR.