I couldn't tint spec color of non metals (Cloth, skin, etc) on stylized models with metalness. Colored spec reflection isn't needed for most things realistic though (except fringe materials). Comparison above by @EarthQuake http://www.marmoset.co/toolbag/learn/pbr-conversion That second point in the cons of the metalness…
Metalness not by choice but because it's what UE4 supports and that's really the only engine I use personally, and for work (mobile apps) my packed metalness shader is cheaper memory-wise than spec would be. @omar3d yep even if your values are very unrealistic it's still all """PBR""" just not matching any real world…
No debate here please, just vote. I'm looking for average users for each workflow. Doesn't have to be in production, just what you use most often on an everyday basis.
Have to work with metalness approach. Personally would prefer specular one . Imo Metalness variant of PBR is most weird "improvement" I ever saw in gamedev. It's like a disaster you should adapt and survive . Still fighting its artifacts and locked nature every day. Those "illogical reflectance values" are usually pretty…
i prefer reflectance and it's also the model our engine uses but I've set up our substance library to support both models simultaneously with switchable outputs because I always assume the worst will happen..