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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?
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?

