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<p>Hey all,</p>
<p>I wanted to pop in and mention that the Specular workflow is
absolutely not a legacy option within PBR game dev. It's a higher
quality alternative to the metalness workflow that is often used
when users are not constrained by memory limitations. This is why
it is supported in Unity & Toolbag etc.</p>
<p><a class="moz-txt-link-freetext" href="https://docs.unity3d.com/Manual/StandardShaderMetallicVsSpecular.html">https://docs.unity3d.com/Manual/StandardShaderMetallicVsSpecular.html</a><br>
</p>
<p>The metalness workflow has some great positives ofc, but it also
has some serious limitations when it comes to accurately rendering
materials.<br>
</p>
<p>For example:</p>
<ul>
<li>There are often texture interpolation issues where a
dielectric and metallic materials meet
(<a class="moz-txt-link-freetext" href="https://s3.amazonaws.com/docs.knaldtech.com/docuwiki/light_fringe_values_close.jpg">https://s3.amazonaws.com/docs.knaldtech.com/docuwiki/light_fringe_values_close.jpg</a>)<br>
</li>
<li>The metallic workflow is most often locked to 4% reflectivity
for dielectrics which gives less control to experienced artists.</li>
<li>Semi-conductors (Rust, Magnetite etc.) and crystalline objects
(gem stones etc.) cannot be rendered accurately as they require
a reflectivity of between 4-18%.</li>
<li>It's much easier to use incorrect values within the metalness
mask when less experienced artists author content, which can
break the workflow.<br>
</li>
</ul>
<p>As such I wouldn't recommend removing the specular workflow from
Blender as it would be severely limiting the usefulness of the
viewport for artists that do not use the metallic workflow. <br>
</p>
<p>Cheers,</p>
<p>-Andy<br>
</p>
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