As I have mentioned in my previous posts on this forum, our content is never embedded in the scene. It's all pulled from a server and assembled at runtime. Right now I have most everything looking exactly as it should using the Unity Standard shader to be digested by Octane. Except, I'm noticing a horrible difference in our content where Glossiness information in our Metallic Gloss maps doesn't seem to be getting used at all. I see there have been mixed results with Metallic Gloss maps in the past here and I have indeed tried some of the methods suggested like setting Metallic to 1 BEFORE assigning the texture, but to no avail. Interesting thing to note, is I do get proper Metallic Glossiness values when using the Unity Standard Shader sliders. but if there is a map in the Metallic Gloss slot, then I do get proper (non)metallic values, but no Glossiness/Roughness contribution from the Alpha channel contents. I'd like to say the material node graph is setup properly, but we're just not getting anything. I've inserted a few screenshots below to demonstrate what I'm seeing. In each of the first two images, the render on the left is from our internal content validation view, in order to demonstrate how the red leather on the chair should look, as compared to the PBR Viewport in the middle.
Octane v2019.1.1 (6000101)
1) Left: Content Validation, Middle: PBR Viewport, Right: The Alpha channel of the Metallic Gloss map plugged into the Unity Standard Shader
2) Left: Content Validation, Middle PBR Viewport, Right: Unity Standard material inspector showing emprt Metallic Gloss Map slot and slider values set to M - 0.0 and G - 0.8
3) Material Node graphc focusing on the Metallic Gloss map RGB and Alpha Image nodes.