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FEATURE REQUEST: Colored specular PBR workflow
https://forums.unrealengine.com/t/feature-request-colored-specular-pbr-workflow/773961Metalness workflow is binary and not suited for subtle detailing of materials that blend metal and non-metalic surfaces. For instance, it’s extremely hard to add occlusion dirt to objects with metal, as the partial and subtle blending of metal and non-metal surfaces results in washed out / white fringe artifacts. A full specular color workflow as implemented in for example Marmoset, would be much better for this subtle detailing of metal surfaces. Just add a new shader variation next to the meta...
Replies
yes. voted
Please vote for request of full specular workflow in UE5.
I see no reason not to support the workflow.
however...
The thread you link in your unreal forum post is complaining about limitations of the Disney BRDF (which is fair because it is limited) and is not at all connected to whether you're representing specularity with a metallic map or a color texture.
I will add that fringing is not inherent to the workflow or the shading model - it's inherent to textures. when you switch workflow the artefact moves, it does not go away.
Seems like a long shot with Strata being the direction they are headed with materials.