Question
Best way to create a pbr Specular/Roughness shader?
Hey guys,
I'm using Substance 3D Painter proffessionally, but a big hurdle for us the that our shading model utilizes a specular colour/roughness workflow.
Ideally I would like to take the specular/gloss shader and simply replace the glossiness parameter with a roughness one.
Is this difficult/possible to do? What would be my best course of action seeing as I do not have any glsl experience?
