I’m trying to have different roughness on certain parts of my model, so wood would be dull, and metal more shiny (it’s an axe model in my case) - I’ve read that to achieve this, i need to use my specular map as the alpha of a Lerp node and set two roughness values that will set the reflective-rough surfaces depending on the specular map.
So i did this, and it gives me an error:
What i’m doing wrong here?