Hi guys I trying learn more indepth texturing, I read PBR guide from substance and cant understand some topics someone can explain what color should be in specular channel in spec/gloss workflow in SP for mud, dirt, rubber and other non metallic materials or it should be always grey? for metalic there is clean answer…
the spec color would be the color of the reflection, say its a copper, then it is a reddish tone. if its a gold its a yellow tone etc. basically what you would use as your diffuse color in metalness roughness workflow would be you specular color in specular gloss workflow. in metalness roughness value, all specular that…
non metals are always gray specular with a value between 0 and 0.5 (out of 1) most materials have a value of 0.5 - for wood and other absorbent or very rough materials you can consider reducing the value a small amount (minimum around 0.37 before it starts getting wrong) painter's type in color values are in linear space…
Thanks for answer, yeah this part I understand for metals atleast but for non metalic there a b t harder to understand for example wood its non metal material diffuse part will be color of this wood gloss how roigh it can be but what specular should be there in painter color picker uses HSV or RGB, so it confussing when I…
Well, why don't you author your assets with Roughness+Metalness anyways ? It's about 10x more intuitive than having to deal with colored specular, and gives exactly the same results. With this approach all you have to think about is whether or not a surface is metallic, and how rough it is. And ... that's it.