You can combine a roughness, metalness and ambient occlusion map into one texture for MeshStandardMaterial and MeshPhysicalMaterial. The rule is:
- the red channel represents ambient occlusion
- the green channel represents roughness
- the blue channel represents metalness
Other combinations are not supported. I’m not sure about the support but there might be glTF exporter which can automatically merge these textures during the export. Otherwise, you have to do this by yourself.
/cc @donmccurdy