Gloss is the same thing as roughness, can't say this enough times. Energy conservation affects highlight intensity vs spread in the same manner with gloss and roughness maps, which again, are the same thing. For specular map input as reflectivity, energy conservation acts as a fail safe to prevent artist from using…
Yes, metalness maps should generally be 0 or 1. Metalness defines whether the surface is a raw metal or not (this is important, painted metal isn't metal for instance, its paint). For metalic surfaces, the specular intensity is pulled from the albedo map, while the diffuse is darkened to 0 (raw metals reflect nearly 100%…
Metalness effectively aims to simplify your workflow by removing the need to manually redistribute energy across your diffuse, specular intensity and color maps, and your IOR settings if you are in VRAY for example. It's much simpler and will usually be far more accurate. So to shift your workflow, now all you have to…
When using the metalness workflow you will always get that halo whenever you have a dark non metal next to a bright metal. It's because metalness shader affects albedo values. When transitioning you have more diffuse light showing overall. Because the values are not 100% the metals diffuse start to show through which is…
@ count vader - Just did a test myself I found out why the artifacting is happening. So since the metalness has greyscale in it. The metal in those areas isn't getting darkened as much. So the bright color for the metal in the albedo is showing through more. Since your plastic is now darker than that albedo color it…
Metalness doesn't mean whether it's reflective or not, it means whether the material is metallic or not. You can have non-metals that are also very shiny and reflective. Metals and non-metals treat their reflections differently, and the engine switches between these two models depending on the value. For a quick…
It combines an RGB diffuse and and RGB specular into a single image, and the metalness map can be packed in with the roughness. It may not work out well for all materials, but I can see there being a benefit for the ones it does work with.
Yeah. I understand. I just feel that there is a misconception that metalness is the only PBR workflow when it isn't. You can still use diffuse/ spec/ gloss workflow your textures just need to be authored differently and more consistently.
Just 'pad' the dark albedo non metal part outwards, or pad the metalness map inwards (out from white). it's a simple alpha pre-multiplication issue, like you get with grass that doesn't have green padding in the diffuse.
@ Xoliul - I did that. It helped, but never eliminated the issue. Also it created another issue of darkening the diffuse of the dirt when it got t0 the metal area. The problem is there is no room for something to be in between a metal and a non metal. You can get it to work, but it's a lot more work than the reflectance…