Just invert the roughness map to get the gloss (although make sure it's in linear color space first). Most dielectric materials have very uniform spec values, so actually the spec will likely just be a flat dark grey (this is what a metalness shader will use for the spec anyway if you plugged in your albedo, metalness, and…
So I just picked up Bitmap2Material 3.0 and I'm totally loving the software. The biggest problem I have is, I'm trying to create PBR ready textures for use inside of dDo and when I create them inside of Bitmap2Material and export them out I only get roughness/metalness and not spec/gloss which I need in order to import a…
Sweet thanks for link it was a great read. I got a few quick questions though if you don't mind. Since I'm trying to create a tilable stone texture I imagine I would skip that first top half because I have no metal information? In the second bottom half he creates a gray fill layer (#383838), would I use the same value, or…
Alright so creating the gloss map seems easy enough, just invert the roughness map, although I didn't understand what you meant by linear color space? Do you mean that the gloss map should only have gray values? Also by dielectric materials you mean metals right? Well the texture I'm trying to make isn't a metal, its…