Advanced Member blackant Master Posted April 19, 2018 Advanced Member Report Share Posted April 19, 2018 Hello, i must say that this is something i was not really need during past month and years now that PBR appears, but honestly, many times i have been working on models that has not always needs metal on them, and i noticed that sketchfab, marmoset, unity, unreal are always able to separates specular map and Metal map and compose with both of them. And when i would like to import specular map into 3DC, the only choice i can find is to import it as Metalmap or glossiness.... not really adapted... and strange thing on the side, 3dc can display Specular channel in the menu [7] but don't have explicit parameters on layers or things like that. this is why i come to ask you a separated channel for specular Thanks. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 19, 2018 Report Share Posted April 19, 2018 If you need PBR workflow, try Gloss / colorspecular. For specular/gloss workflow, both the dielectric F0 and metal reflectance values are placed in the specular map. But if you need to work with the previous texture method I advise you to use the previous version 4.5. You can install both versions without conflicts. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 19, 2018 Report Share Posted April 19, 2018 Texture Conversion: Metalness -> Specular Converting to the specular workflow from the metalness workflow is easy as well. We simply need to split the diffuse and specular information from the albedo map into explicit diffuse and specular textures. Diffuse Map Load your albedo map into Photoshop Create a new fill layer that is black (#000000) Paste your metalness map into the layer mask of your fill layer Specular Map Make a duplicate of the original albedo map and move it above the fill layer Create another fill layer with a value of #383838 Paste your metalness map into the layer mask of your fill layer Invert the layer mask Quote Link to comment Share on other sites More sharing options...
Advanced Member blackant Master Posted April 19, 2018 Author Advanced Member Report Share Posted April 19, 2018 thanks, it's an interesting workflow, i used the first step to import correctly my specular map, but ithink 3Dcoat needs a big update in the viewport itself to get more into "Nextgen" renderer wich is a feature i will ask in the forum by the way i was more asking a way to paint Roghness/Specular/Metal with more clear tools. for me the Gloss opacity has always been the best way to setup my specular level, wich is not the most appropriate way to set it correctly depending of material parameters. Quote Link to comment Share on other sites More sharing options...
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