Hello,
I’m trying to get rid of strange white lines, produced by standard shader. On screenshot, you can see white outline in the border, where metal and non-metal meet. For test purposes, I’ve just filled layer in Photoshop and draw some white line, then save the image as albedo and metallic (no roughness in alpha, but that doesn’t matter), so I can be sure that albedo and metal are perfectly in the same place. Maybe, there’s some kind of transition needed, but I’d be grateful if someone explains.
Yeah it’s shit isn’t it. This is why I use the specular version of the standard shader.
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For some reason, Specular setup gives the same result.
You shouldn’t just put the same textures into the other shader. In the specular setup, for the effect you seem to be going for, you would have a totally black albedo texture.
Oh, thanks. That’s it. It’s hard to keep in head everything about two setups.