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…
first off, love the vid, that was great. anyways, looks like metal has an overwhelming lead right now, with 5x the votes as spec, so hopefully when unity 5 comes out, it'll start with metal. because i hate spec.
Nope its easy to convert both ways actually. I'm working on a tutorial that explains how. =P You'll get some slight variation doing the conversion, but nothing crazy. Also spec to metalness will give you vastly different results if your original spec content isn't properly calibrated (eg, implausible values). Sorry if…
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…
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…
Oh I do not disagreee that this is something people often say. What I do disagree with is the reality of the situation. IMO most people say this sort of thing because they do not understand how it works fully, much of these sort of statements that you hear are based on misconceptions. Rather than perpetuate the myth, I…
It's easy to convert metalness/rough into spec/gloss but not the other way round, if only because the latter allows for more "material appearances" than the former. Whether you actually want or should use those additional possibilities is debatable.
Which one u like to work with? Black and white masking pipeline can reduce the amount of texture i use for complete map. But traditional spec map workflow seems quite friendly when it ported to weaker devices or different platform. I know unity love this. But I could be wrong btw