Curvature with some levels (pull the grey up to white) = Cavity And re. my shader = no real point I think, this PBR stuff works well enough out of the box I think, no?
Ah okay I see now. So just to clear one other thing up: I assume the first PBR shader is for a metalness workflow, and the Specular glossiness is the other? Just want to double check.
When should the Physically Based(specular/glossiness) template be used then? Are there PBR engine's that use Specular & Glossiness instead of Metallic & Roughness? This is the part that has me confused, as Specular & Glossiness are parameters belonging to the past model of shading.
What would be the best way(fastest) to add a bitmap (a colored logo on a black background) to a full material? For example, I want to add this to one of the PBR material nodes from the library? What is the process of adding decals to materials?
If you're using 4.1.1 there are 2 different PBR shaders the "metalness" one uses roughness (white is rough, black smooth) and the other one uses gloss (white is smooth, black rough) they are exactly the same just one is an inverted version of the other.
Regarding the cubemap, there is not native shader that support that in Designer at the moment with a specular and gloss input too (outside of the PBR shader, but that's quite different). You can try to edit the shader yourself if you have the knowledge. Regarding your crash, I don't think that's normal. Could you explain…
Thanks for the cavity tip! As far as your shader there are some things missing from the substance pbr: 1. No rim light 2. No SSS 3. No Opacity I'm sure there are more, but these are what come to mind. I unfortunately haven't actually gotten to try your shader - I used XSI then Modo, but I've heard great things about it.