Hi everyone. So i was texturing some stuff for my recent project using the traditional specular and glossiness workflow. I was planning on bringing those textures to Marmoset, but i also wanted to test said textures in the Unreal Engine. I sadly realised that the hours i put into texturing some of these assets could go to waste, because Unreal does not support this traditional shader -- only the metalness workflow.
There is plenty of information about how to convert an already exported map from one workflow to another. Some examples:
But the thing is i have the Substance Painter file. Is there a way to convert all my work into a metalness texture set? I tried to simply add a base color, metalness and roughness channels. The solo display of the metalness channel looked okay, but the roughness and mainly the base color lost almost all the details i created
Thanks in advance.
Replies
If i simply hit the export button, this warning pops up:
So i created the required channels and hit the export button again.
On the right is my table using the traditional spec / gloss, on the left is the result of using the converted maps:
Strangely, if use the input maps instead, like this:
The result is more accurate (the metal looks like metal) but i still lose all the details:
Is there something that i'm missing?
I'd love to hear from someone from Allegorithmic about this. I'd hate to redo all my work...
any non-grey specular value will qualify as metal - a simple pixel processor node can handle that.