What does your high poly mesh look like? Are you sure the scale is right between your high and low poly? Also I forgot to mention that Gamma correction has been fixed in the viewport so your PBR substances should look much better in Toolbag2 or other PBR apps when fine -tuned through the SD viewport. Finally, new updated…
Curvature with some levels (pull the grey up to white) = Cavity And re. my shader = no real point I think, this PBR stuff works well enough out of the box I think, no?
Quick WIP shot of my Sci-fi floor tileable done entirely in substance.. no external maps used either. :) Gutted the PBR shader doesn't have Emissive enabled for 3d view...
Ah okay I see now. So just to clear one other thing up: I assume the first PBR shader is for a metalness workflow, and the Specular glossiness is the other? Just want to double check.
When should the Physically Based(specular/glossiness) template be used then? Are there PBR engine's that use Specular & Glossiness instead of Metallic & Roughness? This is the part that has me confused, as Specular & Glossiness are parameters belonging to the past model of shading.
When you are publishing the substance what maps are you exporting? Also check what maps are being used in Marmoset, you may need to swap the input map for the roughness/gloss =] EDIT: Sorry just realised you're showing the Albedo, by the colours I thought it was roughness haha but still, it is worth rechecking your map…
What would be the best way(fastest) to add a bitmap (a colored logo on a black background) to a full material? For example, I want to add this to one of the PBR material nodes from the library? What is the process of adding decals to materials?
If you're using 4.1.1 there are 2 different PBR shaders the "metalness" one uses roughness (white is rough, black smooth) and the other one uses gloss (white is smooth, black rough) they are exactly the same just one is an inverted version of the other.
Indeed we are planning on shipping PBR materials from gametextures.com with both Substance Designer and Substance Painter. On top of that we are working on some cool new features for SP that will allow us to provide complex material templates like the ones you are referring to.
Sounds like your master/combination graph isn't using the PBR shader. Check what the material is using in the 3d view and drag one of the HDR images from the 3D Views section of the library into the viewer. If it's not displaying then choose Scene > Edit and enable background image in viewport.