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Hello,
The Issue occurs if a Mesh contains Metallic and non-Metallic parts.
In the current version of the Shader, the Specular/Reflection value is not ignored if metallic has a value of 1.
If there's is an Specular-Map and Reflection-Map the Metallic-Parts are looking dull and not metallic at all.
The full metallic parts should ignore the Specular/Reflection input value and overwrite it with 1, to match the behavior of other Shaders and Game-Engines.
To work around the issue, I have to export a Specular and a Metallic map. Then I have to combine the two into one "Specular/Reflection"-Map. I basilcy use the specular map as a background and use the white parts of the Metallic-Map.
See Image below
Result with workaroud maps (expected look, closed to the original in blender):
Result without the fix (Specular and Reflection the same input), the metallic part looks dull
Result with no reflection map (reflection set to 1) non-metallic parts are overreflecting
Original in blender:
The text was updated successfully, but these errors were encountered:
SaphiBlue
changed the title
Specular/Reflection unexpected behavior with metallic
[8.1.167] Specular/Reflection unexpected behavior with metallic
Dec 4, 2023
This behavior still happens with the current Stable version (8.1.167), I Posted this also in the discord as I created it.
Edit: Tested this with 9.0.40, this is still present
Edit2: Tested this with 9.0.53, this is still present
SaphiBlue
changed the title
[8.1.167] Specular/Reflection unexpected behavior with metallic
[8.1.167][9.0.40] Specular/Reflection unexpected behavior with metallic
Feb 20, 2024
SaphiBlue
changed the title
[8.1.167][9.0.40] Specular/Reflection unexpected behavior with metallic
[8.1.167][9.0.53] Specular/Reflection unexpected behavior with metallic
Mar 24, 2024
Hello,
The Issue occurs if a Mesh contains Metallic and non-Metallic parts.
In the current version of the Shader, the Specular/Reflection value is not ignored if metallic has a value of 1.
If there's is an Specular-Map and Reflection-Map the Metallic-Parts are looking dull and not metallic at all.
The full metallic parts should ignore the Specular/Reflection input value and overwrite it with 1, to match the behavior of other Shaders and Game-Engines.
To work around the issue, I have to export a Specular and a Metallic map. Then I have to combine the two into one "Specular/Reflection"-Map. I basilcy use the specular map as a background and use the white parts of the Metallic-Map.
See Image below
Result with workaroud maps (expected look, closed to the original in blender):
Result without the fix (Specular and Reflection the same input), the metallic part looks dull
Result with no reflection map (reflection set to 1) non-metallic parts are overreflecting
Original in blender:
The text was updated successfully, but these errors were encountered: