Since IOR already represents the reflectivity of the material, it seems to me that a specular glossiness map in an energy conserving shader is all that is required to have accurate reflections on that object right? And if you need to blend between materials, you'd use a texture to blend between different IOR values?
I'm asking because I often get a specular amount AND a specular glosiness map from texturing, and things always look better if I just discard the specular amount texture, or incoporate it into the specular glossiness texture. I also notice that most 3D scans only come with roughness and not amount.
Any thoughts?
I should note that this is also often called specular/reflection color, including in VRay materials, but I'm avoiding that term because I'm talking about greyscale maps.
I'm asking because I often get a specular amount AND a specular glosiness map from texturing, and things always look better if I just discard the specular amount texture, or incoporate it into the specular glossiness texture. I also notice that most 3D scans only come with roughness and not amount.
Any thoughts?
I should note that this is also often called specular/reflection color, including in VRay materials, but I'm avoiding that term because I'm talking about greyscale maps.
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