I wish to use the spec/gloss workflow for my project in UE5, but from what I understand, Unreal only uses the metal/rough workflow. However, since Unreal’s source code is available and can be edited, I’m wondering if it would be possible to modify it so that it could use the spec/gloss workflow.
Could this be achieved? and if so, how hard would it be?
I am only a 3d Artist, and I don’t know much about programming or rendering engines, so technical terms might go over my head, but if someone could point me to where I could find more info on this it would be greatly appreciated. If someone is willing to help me or know someone who could help me (for free or at a cost), that would also be greatly appreciated!
Substrate should be functionally equivalent, though I’m not sure how the specular->F0 mapping happens in other engines but assuming it is linear then you should be able to just plug the specular texture directly into F0, then pipe your glossiness texture through a 1-x node and plug that into roughness.