This feels like the texturing version of spinning around my model. Playing with carve groups in @marmoset3d.bsky.social to get grey metalness values through intermediate oxidation.
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This is what you'd get without those oxidation layers, which is a common problem in metalness workflows, and is the result of strictly sticking to 0 or 1 metal values. It's also wrong, which is why you should be using grey values in your metal maps.
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