It all depends on what your target shader is going to do. Typically metal/roughness PBR uses GGX kind of highlight shaping and calculates shape and intensity of highlight spot + fresnel styled environment reflection on its own. Nothing prevents you from doing same manually having same GGX highlight shaping and proper…
Hey everyone, I'm currently working on a material in Substance Designer that I need to get a Specular and Glossiness outputs from. I started the material with the PBR Metallic/Roughness preset and made the full material and now I need the spec gloss maps and I'm using the Basecolor/Metallic/Roughness Converter node, I…
Is this pbr spec/gloss? (in which case you can do a perfectly good conversion minus specific dielectric specular values) Or Is this old school blinn/phong style shading? (in which case, eyeball it)
Well.. this is not "incorrect" but it's also not perfect. It's the way allegorithmic went with the specular conversion. The problem is that you can not physically correctly transfer the one into the other as the one is not physically correct. The best solution I have found yet is to output an extra channel "my custom spec…