Why the PBR shader does not exposure a gloss map sampler?

I’m new using Lumberyard, confusing aobut why there is no a sampler of gloss map in the default shader?

The official document says it is a 3A pbr shader, and I used to use roughness/metallic pipeline, didn’t find a way to use that type of texturing pipeline. What I got is specular, substance support specular/gloss pipeline too, but I didn’t see the gloss parameter. thank u guys for answering this simple question:D

Hi! In prev. life LY engine was an cryengine 3.8.
So you can find some tips in cry doc’s.

The Gloss map always goes into the Alpha channel of the Normal map

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As per the answer Fluffy provided - add the gloss map in the alpha channel of the normal map. In this case the format of the map should reflect that and the suffix must be _ddna and not _ddn.
You can refer to this link for more info: https://docs.aws.amazon.com/lumberyard/latest/userguide/mat-maps-normal-gloss.html

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Hi Fluffy, I just trapped here, thanks a lot for your suggestion, i’ll check that doc:smile:

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Thanks Adiblev! On my opinion, the shaders is quite hard for the begginners because there are no any comments in them:joy: Really hope the dev group could improve that!
But yeah I saw the doc, appreciate your reply:grinning: