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:
- Metalness Workflow (PBR new)
- 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