Hey PolyCount, a quick question about specular maps, and why the hell mine isn't working?
Recently i've been working on texturing this door for a space enivronment, but the material just doesn't seem to be registering any information from the specular map...
I got really frustrated and decided to just scrap that texture and restart, still didn't work so I literally took a grunge brush on black and painted over the diffuse and plugged it into the specular, and it still does NOTHING.
The specular:

The result:

The nodes:

Literally was as simple as I could make it, which is why i'm so confused that it's not working, I mean there's absolutely no information from the specular map translating on to the model and I made parts on the spec fully black.
Any ideas? It's probably a really simple fix and i'm just an idiot, but help is appreciated.
Thanks for reading.
Replies
You really should look into how ue4 does PBR rendering since it is nothign like how things used to work in udk
Well, yes and no.
First off, if you have a metalic object, what you do is put the spec or reflectivity (the map which defines how reflective an object is) in the abledo, and then use a value of 1 (white) in the metalness input. Load a metalness map if you have metals and non-metals (for non metals, put the diffuse color in the albedo, and use black in the metalness map).
Roughness simply defines how rough or smooth the surface is (black = most smooth, white = most rough, in UE4). It does not define how reflective it is. However, due to energy conservation, rougher surfaces will bounce the light in more directions, giving a wider, but dimmer highlight. This does not mean the surface is any less reflective though, the reflection is simply spread over a larger area.
Reflectivity is fixed at 0.04 for non metals, and defined directly in the albedo for metals.
Heres a link to the official docs as well: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html
Lots of great stuff there
I'm gonna take a look at the links you posted now and have a play around with it, thanks again!