I use MetalRough workflow in Substance Painter for high poly mesh:
Previously, it turned out something to bake. Now I decided to remap the lods and the metal parts became black. I see that before there was something wrong too, I baked them when there was no Roughness option in Toolbag.
Since you're using the metalness workflow, make sure to enable Albedo (Metalness) rather than the standard Albedo output (which is for the specular workflow).
Thank you very much! Albedo (Metalness) works fine! But now I don't know what to do with Gloss/Roughness. ((( Metal parts are not look like a metal material when I use Roughness in Toolbag, But old workflow with Invert Gloss makes much better result. Should I use the old workflow (with invert Gloss) or is there a new way (Roughness)?
Thank you very much! Albedo (Metalness) works fine! But now I don't know what to do with Gloss/Roughness. ((( Metal parts are not look like a metal material when I use Roughness in Toolbag, But old workflow with Invert Gloss makes much better result. Should I use the old workflow (with invert Gloss) or is there a new way (Roughness)?
These two setups should produce the same result so that is interesting. Can you send a description of your problem and a copy of your scene and textures to support@marmoset.co ? The easiest way to do this is to go to File -> Export -> Scene Bundle, and then zip up the .tbscene and /assets/ folder.
this differences can come through the metall/rough vs spec/gloss in TB.If youve choosen this at the end. check your Fresnel value in Spec Gloss.If you disable Fresnel in spec gloss youre result should look the same. strange behaviour on first sight. metalls have fresnel too (complex fresnel curve/colored). spec gloss Fresnel seems to be a good thing, but somehow we dont get matching results on both workflows.
this differences can come through the metall/rough vs spec/gloss in TB.If youve choosen this at the end. check your Fresnel value in Spec Gloss.If you disable Fresnel in spec gloss youre result should look the same. strange behaviour on first sight. metalls have fresnel too (complex fresnel curve/colored). spec gloss Fresnel seems to be a good thing, but somehow we dont get matching results on both workflows.
The metalness workflow has Fresnel as well, it's just not exposed in the UI (it is always set to 1). There should be no need to set Fresnel to 0 for the spec workflow, and doing so is generally not recommended (everything has Fresnel).
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But now I don't know what to do with Gloss/Roughness. ((( Metal parts are not look like a metal material when I use Roughness in Toolbag, But old workflow with Invert Gloss makes much better result. Should I use the old workflow (with invert Gloss) or is there a new way (Roughness)?
check your Fresnel value in Spec Gloss.If you disable Fresnel in spec gloss youre result should look the same.
strange behaviour on first sight.
metalls have fresnel too (complex fresnel curve/colored). spec gloss Fresnel seems to be a good thing, but somehow we dont get matching results on both workflows.