Woes with PBR

So I’m an artist new to this whole Unity deal and I would like to publish things on store but I’m running into issues with PBR materials.
Regardless of whether I use metalness/specularity PBR material I still end up with a LOT of specular/glossy reflections at places where I don’t want them.
Where is the map for actual roughness/gloss ? I assume it is some cryptic “it is somewhere in the alpha channel of a random map for no good reason”

To illustrate my problem I have this anvil here. What I’m trying to achieve is metalness on the anvil and parts of the hammer and diffuse lighting on the wooden parts of the material.
However when I import a metalness texture the wooden parts are still glossy as HELL as illustrated in the first picture despite they are completely black on the metalness texture.


With specularity it works a lot better, but I still experience large amounts of gloss even on spots that should’ve been completely matte. Like the hammer handle for example.

I’m attempting to emulate this PBR setup from Sketchfab in Unity. You can clearly see the definition of metalness vs the matte materials.

Also, I can’t find where the PBR gets the scene lighting from. It uses the default skybox texture but I can’t find where to change the texture of that/modify intensity of that etc.

What exactly am I doing wrong ? Do I have to assign specific texture types to Metalness/Specularity maps ? Does it have something to do with the rendering ? or what ?
Help appreciated !

Metalness map goes into the metalness slot (with roughness in the alpha) and if you’re doing specular setup, specular goes into spec slot, with gloss in the alpha.)
Skybox can be changed in the lighting tab.

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Thanks ! Figured it would be something similar.
I’m assuming the opacity map is in the alpha channel of the albedo map then ?

Yes, you’re also going to need to change the rendering more on the standard shader ( right above albedo, there’s a dropdown with several options …) to something that allows transparency :slight_smile:

Ok back here again, tearing my hair out.
So I understand the specular map affects specularity and uses the cubemap/skybox for reflections rather than the specular color.

Like so:

Now what I don’t understand is why does the normal map make the reflections so incredibly glossy ?
Even with full roughness (completely black alpha channel) the normals are still weirdly glossy, and the specularity goes nearly all away as if it wasn’t just affecting the glossiness of the reflection but also its intensity. While full glossiness makes the normals just ultra “wet”.
I don’t get this.

This is how the material looks like with 100% roughness in Unity.
Still glossy as hell and no specularity whatsoever.

This is how the same maps look like in Sketchfab’s PBR profile.
High specularity and diffuse reflection emulating the surface of shiny rough fabric perfectly.

How would one achieve the same results as seen in Sketchfab ? Or is the ugly glossiness of normals just somehow inherent to Unity shaders ?

Were you able to solve this problem @Talavaj ?

@Rodolfo-Rubens
Nope, I simply concluded the standard “PBR” materials in unity 5 are just a damn joke.