Hi,
I’m preparing assets for the Enscape Custom Asset Library and want to make sure roughness is being interpreted correctly.
When exporting glTF/GLB with PBR materials, each material has both:
- a roughnessFactor value (typically 0.9–1.0 for fabrics)
- a metallicRoughnessTexture (PNG, green channel = roughness, blue channel = metallic)
Some tools I’ve tested default to “20% roughness” if they don’t read the map properly. To avoid surprises in Enscape, I’d like to clarify:
- Does Enscape always read the green channel of the metallicRoughness texture?
- Is the roughnessFactor applied as a multiplier to the texture values (per the glTF spec)?
- If the texture is missing, does Enscape rely solely on the scalar roughnessFactor?
- Are there any known limitations (e.g. ignoring KHR_texture_transform, needing roughness in a separate map, etc.)?
I want to ensure my PBR exports behave consistently when imported to Enscape, especially for materials like fabric where accurate roughness is critical.
Thanks!