I’m using the Babylon.js exporter in Max 2021 for models with PBR textures from Substance Painter. This is with Max physical materials.
The problem I’m having is that metalness isn’t working as expected. The metal in question is bright aluminum, which in Substance Painter has a white basecolor. When viewed in our AR app though, the item which should be metal is just white.
The metalness map works in USDZ (from Substance) and is just white areas designating metal from non-metal.
I have this in the metalness slot of the Max physical material. Normally I don’t use the Max physical material as I’m a VRAY user, but it seems reasonable to have the metalness map in the metalness slot as one would expect for a PBR workflow.
Any idea what’s going wrong?