Reply To: Standard shader vs Standard specular shader(Shader School course)

Forum Archive Standard shader vs Standard specular shader(Shader School course) Reply To: Standard shader vs Standard specular shader(Shader School course)

#36842
Jonathan Gonzalez
Participant

    Metallic and Specular maps are slightly different so that may be affecting the lighting in general. The maps provided for the rock texture can be used for both metallic and specular, but the textures for that rock were made for a specular workflow. 

    You can get them to match fairly closely, but each type has unique properties. Metallic has two slider values to control the metallic and smoothness, where as the specular has just the one slider to adjust the smoothness alone but also has the option to use a black color. Both can take in a special map for metallic/specular. Here is the default with sliders set to 0:

    Note that I’m using Linear color space which will affect the lighting. Linear results in more realistic lighting. Gamma tends to get brighter and turn more white in color, so it may be more exaggerated if you’re using that mode. 

    Here is the same set of rocks with the specular map added to both the metallic shader and the specular shader:

    They both have the map assigned and both have a smoothness value of .25, but you’ll notice that the one on the right (the specular shader) is shinier. This map was made specifically to be used as a specular shader so that is going to change how it looks.