I am playing around with the new PBR shading in Godot 3. I am quite new to the PBR workflow and have exported the standard maps from Substance Painter for a model. Inside Godot 3, I have the albedo, roughness and normal maps inserted into the corresponding map slots fine.
Where I am confused is the metalness map, as there is no map slot for metalness in Godot, only a color and value slider. How does a Godot material get metalness information? Maybe I have to combine it into the alpha of the roughness...I seem to remember Unity has something strange like that.
If anyone has worked this, please let me know!