Hello, not sure if this issue has a name already but I suffer from this quite often and I would like to know if it can be avoided.
The issue i talk about occurs for any PBR material which has different Smoothness/Roughtness values on it.
When there is an area on a texture which has high smoothness next to an area which has low smoothness there will be artifacts in the transitions.
I sometimes can void this by using the specular workflow and instead of having variable smoothness I use variable specular values.
Anyway this doesn't always work as this example below shows.
I see great examples of others with similar scenes but I am unable to achieve a proper look. Am I missing something?
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Yet as this image shows it is definitely not working for all situations. Here I solved it by using Specular instead of Smoothness for the definition of the rough areas of a marble surface.
I use extra Specmask/speclevel channel in textures together with less contrast roughness for things like you marble example. I believe U4 has speclevel input too.
Darken the albedo, raise the roughness, and flatten the normal.
The Specular value should not change.
? I mean I guess its possible where the texture mips or has filtering there;s a small halo. But what your saying as fact - is incorrect.
Here is a plane with a 100% black to 100% white roughness texture. No feathering.
@McDev Post your texture flats.
I don't have the maps here right now, but my water has flat normals, high smoothness (low rougness) vs low smoothness of the bricks. Specular or Metal doesn't make an issue. The only thing is that the specular becomes wide while the values blend. I wonder if a proper linear workflow could make things better.
Here is the screen from Substance Designer showing contrast roughness making a halo with metallic PBR and nothing is metall at all.
Have no idea radiancef0rge how you get rid of it. Some special shader?