The 3D viewer only supports the Metallic PBR workflow. Specular PBR workflow is not supported.
The Specular level channel is NOT a specular color channel.
It controls the specular response of the surface, which is basically how shiny the reflection highlight will look like.
This maps is black and white because it’s a “mask” texture that allows you to have different areas of the materials to have a different specular response.
It’s exactly similar to what you would have in Unreal Engine in the PBR Node referred as “Specular”
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