Yes and no. Mostly yes on a technical level, the metalness workflow isn't as easy to represent (or convert) odd values, however in reality those values don't show up too often. If you're seeing hugely different results with the spec vs metalness workflow, more than anything that is probably a sign that your content isn't…
Being a programmer, I only speak on a technical level ;) That's where I beg to differ, or at least we seem to disagree on what "too often" is. As far as I could tell from reading posts here on Polycount and other places, one of the arguments often used by artists in favor of the "specular workflow" is precisely that you…
Well, that was my point. Sorry if I was not clear. It's possible to convert from spec to metal if you are using specular and diffuse values which you can obtain with the metalness workflow. It's much more complicated, and not always possible, if for example you have a strongly colored specular with a non-zero diffuse. One…
hopefully i can clear it up a little further for you as well. with PBR, there isn't really such a thing of specularity. i know you might think it's productive to think of specularity and reflection as two different things, but really they're the same. so with that in mind, in PBR we try to refer to it as just…
Not sure if it is an option in the menus, but if you add: [SystemSettings] r.UseDiffuseSpecularMaterialInputs=True to DefaultEngine.ini (of your project), you'll get the old Specular workflow in your materials. Note that it is a different rendering path and some newer features will not function with it turned on…
Spec or Metalness? How about we just call it "reflection"? Maybe toss in some logically named settings tucked into it, to describe what they are. Oh but wait we need to name settings after the people that worked on them: Euler, Fresnel, Catmull-Rom, Mitchell-Netrovali bla bla bla... Because, who really cares about clarity…