^ See fringerprint.jpg has a 10% effect on that channel.
Another thing is that I cannot seem to control glossiness itself by adjusting texture brightness either (ie turning on alpha is luminance and playing with the Color Gain / Color Offset).
In Maya, you would do this with a Blend node where one value is the glossiness texture, the other value is the glossiness value, and the texture multiplier is the blending between the two.
I feel like this is a trivial problem but unfortunately I tried this but the blendNode.outPut does not go into the glossiness slot of the VRayMtl.
I think this is because VRayMtl expects the “alpha is luminance” info which gets lost through the blend node?
I’m not very good at shading in Maya looking through the docs and Google, I can’t seem to get Maya to convert this data from blendColors so that the VRayMtl.reflectionGlossiness will take it. Do you possibly know off the top of your head? Thanks