How to "properly" use: Specular, Glossy, Roughness & Reflection maps

Yess Thanx!!

I just finished reading the other tread.
Seems you had the same question but u guys really dived deep in to that…like WOW!!!

I found 2 interesting points:

1:

Yeah good point - with finished wood I guess instead of specular one should use clear coat I assume.

2:


But to give a sort of recap for dummies:

-Specular maps come from and old texturing workflow (Yess we can still use it).

-Now we use a PBR (Physically-Based Rendering) workflow
So there are to Workflows:

  1. Metalness Workflow (PBR new)
  2. Specular Workflow (Old)
    Each comes with their own maps collection
  • Blender’s Principaled Shader was designed for the Metalness Workflow
    (Don’t worry…we can stil use maps designed for the “Specular Workflow”)

PRINCIPALED SHADER…what map goes where???

  • Metalness Workflow:
    Maps:
    Base Color > Base Color
    Roughness > Roughness
    Metallic > Metallic

  • Specular Workflow 1:
    Maps:
    Diffuse (Albedo) > Base Color
    Glossiness > color invert node/ColorRamp (inverted on) > Roughness
    Specular > Specular
    or alternatively:
    Specular > Nothing…just add “Clear Coat” (for new/finished mats)

  • Specular Workflow 2 (Pixelgrip’s converter Node):
    Maps:
    Diffuse (Albedo) > Converter > Principeled shader
    Specular > Converter > Principeled shader