maybe one day we can free ourselves from the shackles that metal roughness workflow brings to us and can return to the glory days of specular glossiness ;)
I think we might be missing the forest for the trees here. The purpose of "physically based" wasn't really to create a 100% physically accurate shading model - although in that regard, it is certainly miles better than the model it replaced. Before we had PBR materials, we were working with diffuse color and specular…
poopipe it's not in designer viewport only. Same in Painter viewport or Evee vs Cycles in Blender or any random game engine, Unity etc . When you try to test something having 0,7-0,8 roughness and the sun higher than 40 degree. Most common range of roughness for nature produced non-metal outdoor materials and a big chunk…