Unreal supports specular as some kind of legacy thing right? But sometimes it's useful.
But materials in Substance are either spec/gloss or metal/roughness. Is there a way to preview a material in Substance to mimic what the extra specular tweaks in Unreal can do? Or is that pointless and I should just forget about specular in Unreal?
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The Specular channel in substance is a color map used in the specular/glossiness workflow. If you want the behavior of the specular input of the UE4 shader, you want to use the "Specular Level" instead.
Also the specular input in UE4 is not a legacy parameter, I suggest reading their documentation for more details : https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/