Perhaps the problem is that there is no roughness map in the material. By default, four render stages are used: M_modulate, M_normal, M_selector, M_emission.
If there is no texture, then the roughness will be 0. To fix this, you need a roughness map.
I did exactly the same texture in Blender as you showed in the screenshot, but I got the same result as displayed in my previous screenshot.
If I set a full black map for roughness, the material will be completely shiny (expected).
If I set a full white map for roughness, the material will be shiny (as showed in my previous post).
It feels like there is a maximum roughness value (let’s say 0,5) and every value above that will be ceiled to 0,5.
I also tried using the cube map and got an unexpected result, in the form of static reflection in screen coordinates, with the presence of artifacts. The problem is directly related to the cube map.
As an experiment, try disabling the selection stage. Perhaps then the values specified in the material will be acceptable, and not the values from the texture used as a stub.
You can do this using my gltf format correction module for a standard shader generator.
@rdb: what does it mean? What should I try? I am a total beginner with P3D, I started one week ago
@serega-kkz: I used the master branch, so the potential problem is not only on the ibl branch. I agree with you: the cube map seems to always have an effect on the material even with roughness set to 1.
@Moguri: could you shed some light on this matter? Am I doing something wrong?
Is that not simply because it’s not only fully rough, but also fully metallic? Might the reflections not vanish if the metallicity were reduced?
(After all, you mentioned using a white texture here, which I imagine corresponds to both “fully rough” and “fully metallic”, as those values are drawn from separate channels in the same texture.
I am, admittedly, assuming that those values both take a channel-value of zero to correspond to a property-value of zero–and so a value of one in the channel used for metallicity produces full metallicity.)
(I will confess though, that as I’m not greatly experienced with PBR I’m really not sure of what the result should be for a material that is both fully rough and fully metallic…)