Hi! I've been trying to figure out how to do this all morning, but having no luck. Trying to make like a spilled oil on asphalt kind of thing, but I can't seem to figure out how to get the spec color to actually show up. How would you put a little colored shine into a substance?
(ignore the asphalt texture - it's a place holder. haven't actually put any work into it yet)
(Also, I'm relatively new to substance and most of my learning so far has been a lot of trial and error, so it's
very likely I'm missing something too obvious for me to properly word my google searches - sorry if this is a dumb-dumb question)
Replies
Not really sure if I want to do more or not yet; I've been looking at it too long today to know what else I'd want to do.
I also wanted to ask again for some help with colored specularity; I still haven't managed to make it show up (even though I am happy with the metallic output look, still curious and would like to know for future reference). Am I missing a setting somewhere with the metallic thing that's supposed to let me tweak that? IS there a way to make the shine itself be red like it would be if I plugged in a red spec map to a v-ray shader? Or is that not actually a thing with PBR, so it wouldn't be included with substance designer? I'm thinking of holographic things and stuff like that that might be interesting to try to make.
This will let you use a specular map instead. That will be closer to VRAY.
Going to spec gloss allows you to break this dependency, it's good because it means you can put correct values in for weird materials like gemstones and use the correct values for things like concrete.
In practice however, game renderers make so many optimisations and have such crappy lighting you can't tell the difference between one dielectric and another so it's all a bit moot.
Anything weird like gemstones, skin, fabric, holograms etc is going to warrant a special shader to overcome the limitations of your average renderer so you tend to need to treat them a bit differently anyway and that takes you out of the 'pbr' system.