I’ve read the doc’ and also seen this Github issue, but can’t find if it’s possible to get correct glTF/BJS alpha convention using this Physical shader.
So, is there a workaround or should I ban the use of Physical Material?
I believe the alpha transparency convention is different between the material models. From what I gather, Physical Material uses Transparency, where 255 = transparent, 0 = opaque, while Arnold Standard surface uses opacity where 255 = opaque, 0 = transparent.
Though I am not 100% on this, however this seems to align with your findings. Are you able to render with both materials using the same map in the same scene?