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MSFS20 PBR Texture: Trying to get rid of "wet" look on the metal surface

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ca-ontario
I am designing a COMP PBR texture for a painted metal surface that is overall flat but still shows some shiny specs, as if the flat paint was scratched and shows shiny metal under it. I use PBR channels with "Roughness" texture in the G Channel (showing flat and shiny bits), and completely black B texture for "Metallic". I thought absence of "Metallic" info will completely get rid of reflection effect, but I still see reflective properties, as if my metal surface is wet.

If I remove COMP texture from the material slot and I assign numerical parameters of "Roughness" to 1, and "Metallic" to 0, I get the completely flat effect I wanted, but now I can't get shiny specs on the paint.

What am I doing wrong? did I miss something?
 
It's actually in the roughness channel.
White (or 1) = full roughness = no reflections
Black (or 0) = no roughness = full reflections

You may have confused the effect of b/w by chance?
Been there, done that. :-)
 
It's actually in the roughness channel.
White (or 1) = full roughness = no reflections
Black (or 0) = no roughness = full reflections

You may have confused the effect of b/w by chance?
Been there, done that. :)
Oh! I must have!! Thanks! So what does "metallic" do? Shiny spots?
 
The difference between PBR metallic and the roughness parameters is how light gets reflected.

Metallic is when light is directly reflected back to the observer. The light rays do not enter the object get scattered around and then re emerge. While Roughness/Non Roughness affects how the light is slightly absorbed, scatters around a few molecules and get re-emitted.

That's why metallic looks like .... , well metallic or a mirror surface. A non metallic surface reflects most of the light, however it reflects it in many directions - giving a less reflective appearance.
A Non Roughness surface still does not reflect all the light back (because the object absorbs the light energy) and looks shiny but not mirror like..
 
Aha, ok. That did the trick! I had to Level up the Roughness channel, but do quite a contrast on it as well, so that the shiny "specks" remain dark. Here is the result:

1728355752804.png


Many thanks, everyone!!
 
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