Ever since H15 came out I've been facing a problem with how Principled shader's metallic channel is represented in the OpenGL viewport. When I assign a metallic map to it, and set the metallic slider to 1, the OpenGL shader shows the whole surface as 100% metallic. Of course Mantra renders it out correctly.
I couldn't find any information about this phenomenon. Is it a known issue? Are there any workarounds?
Viewport representation of Principled shader ignores metallic texture
1754 4 1- ajz3d
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- malexander
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- ajz3d
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- malexander
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- ajz3d
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