Hey everyone, I'm currently working on a material in Substance Designer that I need to get a Specular and Glossiness outputs from.
I started the material with the PBR Metallic/Roughness preset and made the full material and now I need the spec gloss maps and I'm using the Basecolor/Metallic/Roughness Converter node, I connected all the right inputs and used the default target PBR/Specular/Gloss.
But I'm being told that my specular map is incorrect and should have details like the roughness or Gloss, it comes out as a uniform value for the whole map (V:59, Dark grey). Other maps seem to come out right tho, is this a known problem or is this the right map coming out of the node?
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Replies
The best solution I have found yet is to output an extra channel "my custom spec map" and tweak it manually.
Or
Is this old school blinn/phong style shading? (in which case, eyeball it)