There seems to be a difference between how we understood PBR and how Enscape handles it. I'm going to take the Unreal Engine as an example to compare Enscape to:
- In Unreal, when you set Roughness, metallic and specular all to 0 = you get no reflections (expected)
- In Enscape, when you set roughness, metallic and specular all to 0 = you still get reflections (not expected) see screenshots
- In unreal, when you set roughness and metallic to 0 and specular to 0.1 = you get faint but sharp reflections (expected)
- In Enscape faint but sharp reflections seems impossible to achieve?