Design Nomenclature / Surface & Material
ORM packing
Also called orm, arm packing, rma, channel packing
Storing occlusion, roughness, and metalness in the R, G, and B channels of one texture, since each is a single-channel grayscale quantity and would otherwise waste two thirds of a map. Cuts samplers and memory by three. The channel order is a house convention — ORM, ARM, and RMA are all just labels.
In practice
Say which order you mean and store it linear, not sRGB. Half the time a material looks wrong the packed map went through a color transform.