Hello, I have a few models with PBR textures that use the albedo-metalness workflow, and I am trying to create the diffuse-specular textures from them. I found a tutorial on Marmoset, and many of the textures look right, but for some of them the specular reflections seems to be very high. I don't have Photoshop, so I'm not…
Not really. The first tutorial basically tells you to identify in your textures what is metal and what not, and paint it black or white. There is no workflow to do it as in the albedo-metalness to diffuse-specular tutorial. Yes, I inverted the roughness textures to get the glossiness textures. Thank you guys!
Yes, I was a bit confused too... I know everything is shiny, but a minimum of 0.22 seems too large! Here are the texture maps: Albedo: Metalness-Glossiness: Diffuse: Specular-Glossiness: And this is the workflow I used to generate and combine the texture maps: The model and the other maps are from the Grindstone free…
Is it possible that your A/M textures use a roughness map (white = rough) and the S/G shader you're using uses a gloss (white = glossy) map? Meaning, you forgot to invert the roughness map? Otherwise check it's not an sRGB/linear mixup on the spec / gloss maps.
I'm rendering this on an application I'm developing, and I needed to know what was wrong, my workflow or my shader. I have added that #383838 (0.22) minimum specular color to my albedo-metalness shader and now I get the same result with both workflows: Albedo-Metalness-Roughness: Diffuse-Specular-Glossiness: It is a bit…