Open MGDegenhardt opened 3 years ago
Maybe an intermediate solution could be to let everything as it is and to enhance the exporter to support Specular-Glossiness-Diffuse PBR workflow engines. Glossiness is the same as smoothness, which is already supported in the exporter (it is just the inverse of roughness). The specular and diffuse textures could be computed from basecolor and metallic because every base color, metallic tuple can be transformed to a specular diffuse tuple.
I agree with "Glossiness is the same as smoothness", but I guess this is for the mesh itself, but what happens when you import a Glossy from a texture? What I'm doing is to use an invert node between the image node and the Material output, so my glossy map changes to the rough map and solves the problem, but, in the next textures I will do the same over and over again. It is tedious! This is why I think a specific node coil help.
Em ter., 29 de dez. de 2020 às 13:29, MathemanFlo notifications@github.com escreveu:
Maybe an intermediate solution could be to let everything as it is and to enhance the exporter to support Specular-Glossiness-Diffuse PBR workflow engines. Glossiness is the same as smoothness, which is already supported in the exporter (it is just the inverse of roughness). The specular and diffuse textures could be computed from basecolor and metallic because every base color, metallic tuple can be transformed to a specular diffuse tuple.
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Actually Armor Paint uses the PBR Metallic Roughness workflow, and it is great, but there's a lot of engines that uses the PBR Specular Glossiness workflow to texture the models, so I'm wondering if there's a way to add a new Material Output node with this feature, or maybe, a dropdown menu in the node that allow user to select the desired workflow. I have made a sketch for what I'm proposing:
![One_only_node](https://user-images.githubusercontent.com/69319609/103292030-c5c2d180-49cb-11eb-9ddc-c90af3dbb446.png)