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'''The Alpha Channel of the Normal Map'''
 
'''The Alpha Channel of the Normal Map'''
  
While the ''alpha channel'' in a .png image usually controls ''transparency'', it is not the case for DDS normal maps. The alpha channel instead decides how bright or "glossy" (specularity) that part of the mesh will be in-game. The alpha channel is a greyscale map, where black is minimum intensity with no specular highlight, white is maximum intensity, and grey is a varying degree of intensity. You can use a Specular map or an inverted Roughness map as the greyscale map in the alpha channel to enable this effect. Watch [https://wiki.beyondskyrim.org/w/images/e/ed/Specular_to_Normal_Alpha_Channel.gif how to use specular as alpha].
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While the ''alpha channel'' in a .png image usually controls ''transparency'', it is not the case for DDS normal maps. The alpha channel instead decides how bright or "glossy" (specularity) that part of the mesh will be in-game. The alpha channel is a greyscale map, where black is minimum intensity with no specular highlight, white is maximum intensity, and grey is a varying degree of intensity. You can use a Specular map or an inverted Roughness map as the greyscale map in the alpha channel to enable this effect.
  
  

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