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.
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yes. voted
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.