In the context of Substance Painter, at what point should one go the metallic or glossiness workflow route? I feel there are some gray areas here, but I can’t seem to find information.
Let’s just say it’s a painted object, with the underlying object being metal. I’ve read that it should be the glossiness workflow, since paint is a dielectric. Ok. But what if it’s chipped paint, metal showing through yet still being the majority painted. Or let’s say it’s like a plastic coating, with metal underneath. I’m thinking the coating should abide by the glossiness rules, and of course, the metal by the metallic rules. Would it just have to be two different maps then? Of course, I understand rules are meant to be bent or broken. But I’m still wondering what other people think.
I do realize within SP (and Blender), you can adjust for “metalness”, but yet the rule of thumb is one should either choose complete metal or complete non-metal (with some exceptions). So the metal slider, be it in Blender nodes or SP, should be on either end.
Again, just curious what others think.
*Update - just found this link. An interesting discussion.