I thought the specular channel was not really useful in UE4-UE5, and they advised against using it? Does UE5 have a full specular workflow that can completely replace the metalness workflow, and still create realistic metal surfaces?
I guess Substrate is the solution for having metal partially blended with non-metalic surfaces like dirt and paint without the problems the metalness workflow had with such blended materials? But what workflow and export settings would you use for Substance painter > UE5 substrate to get the correct effect?
Does anyone know if UE5 still only uses the matelness workflow. And not a PBR 'specular' workflow like that in Marmoset? Metalness is severely restricted in materials where dirt and paint partly blends with the metal surface. Substrate seems too complex, because you would have to create layers for each material instead of…
Does anyone know if UE5 is planning to add colored specular instead of metalness at some point? How do you achieve AO dirt on metal for example in the metalness workflow? As far as I can tell this always results in some sort of washed-out values instead of dark AO dirt. I just don't understand why the colored specular PBR…
Metalness has problems and generally less control than the specular workflow. Especially for gradual transition areas where you do not want to have a binary on/off for metal. Metalness workflow frequently results in artifacts on these borders (or areas that blend metalness with dirt etc). I don't know why UE5 would not…
Is 'Strata' the solution? https://dev.epicgames.com/community/learning/courses/92D/unreal-engine-strata-materials/vEaW/unreal-engine-strata-what-is-strata
the specular map works as it should - it represents 0 - 0.08f in a linear 0-1 scale the default is 0.5 which covers most stuff, dropping that to around .37 gets you a half decent representation of scattery surfaces like skin. these are all non metallic with specular values of 0.0, 0.35, 0.5 and 1.0 respectively. 1.0 is…
Thanks! What's the best way to reduce 'halo artifacts'? When I add for example dirt on top of the metal, there will inherently be a soft transition between metal and another material. Dark dirt on metal will look far too light because of this even if I set it almost to black Albedo and high roughness. I tried a lot of…