I think ue4s specular input is more of a specular occlusion/level parameter but I've not tested it out. For ue4 the simple fix is to use the metallic + coloured basecolor hack
UE4s specular input is a specular level input, its meant for cavity/curvature maps, which are greyscale textures that capture tiny ridges. UE4 does not support the specular glossiness workflow, as it shouldn't, as having 2 color textures is a waste of drawcalls for real time rendering. Just use the standard metallic…
Spec/Gloss isn't valid on UE4, and having to use the extra texture for reflectence is a waste. The specular input in unreal is not a specular gloss specular input, it only processes greyscale values. Here's how Unreal actually...works. Metal rough workflows don't use a specular map, they use cavity maps.…
Thank for the reply and after further reading UE4 is said to have a specular color option so this would be done in the game engine instead of doing it in SD. But if they include the specular color output there must be a way to set it in SD also but so far i have no luck, what i did is create the new output for specular…
I assume my post wasn't clear enough. I didn't say spec/gloss is usable in ue4, I explained why it is a better system. The page on the unreal docs you linked describing the specular map supports exactly what I said - the specular map describes dielectric specular reflectance and specular occlusion. Using the term cavity…