Metal/Rough often has occlusion in the red channel, so we can accomodate that with the default metal/rough texture
@@ -65,7 +65,7 @@ bool defaults_init() {
sk_default_tex_black = defaults_texture(default_id_tex_black, {0,0,0,1} );
sk_default_tex_gray = defaults_texture(default_id_tex_gray, {0.5f,0.5f,0.5f,1});
sk_default_tex_flat = defaults_texture(default_id_tex_flat, {0.5f,0.5f,1,1} ); // Default for normal maps
- sk_default_tex_rough = defaults_texture(default_id_tex_rough, {0,0,1,1} ); // Default for metal/roughness maps
+ sk_default_tex_rough = defaults_texture(default_id_tex_rough, {1,0,1,1} ); // Default for metal/roughness maps
if (sk_default_tex == nullptr ||
sk_default_tex_black == nullptr ||
