So I get this weird thing happening when I use metalness maps. It appears as a white outline around metal areas. It's especially more annoying in areas where metal/non-metal is quite noisy (rubbed, worn areas etc). I thought maybe it was to do with areas which were accidentally not 0 or 1 (partially translucent brushes); clamping the levels improves the outline slightly but degrades the quality overall. Interestingly enough I don't see this issue at all in substance painter. Any way to fix/reduce this?
Thanks
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I highly recommend checking out the Allegorithmic PBR Guide. It answers this question and a bunch of others.
More here: http://www.marmoset.co/toolbag/learn/pbr-conversion
It's not that much noticeable but the Spec/Gloss workflow also have those borders. They are black instead of white but they are there.
Well if that is the case it probably won't show too much on this weapon because of the black paint. Shouldn't take too long for me to convert because I'm using dDo to manage my PS documents.
This has not been my experience. Do you have some reference to show this?
From what I understand, the cause is storing both content types in the same texture, and the interpolation at the edges causing the issue. As the specular worklow uses explicit maps for both albedo an reflectivity, there is no edge artifact problem.
From the tutorial linked above:
I don't see any black lines here. You can see some dark shading along certain edges, but that comes from the normal map detail (there is a slight bevel there), the same is visible in the metalness content as well.
The diffuse is getting darker on those edges and the reflectivity is getting brighter, so you end up with the same issue as when transitioning from metal to non metal with the metalness workflow. It's arguably less noticeable than the white outline you get with metalness depending on the asset though.