@ Swarm22 - The metalness map tells the shader when an area is a metal. The shader then darkens the diffuse and increases the spec in that area. It also takes the painted information in the diffuse and makes that the specular control. That's all that is happening with the metalness map. It's important to note that…
Swarm22: That is a good question! I am aware of the blending shader system that ue4 has developed. I have used it. However, in this scene I my goal was to develope a pipeline that used regular textures and acheived the same end result as a blended material. In other words, I am using a metal map, a roughness ("gloss") map.…