Reflection Glossiness Texture?

How does the reflection glossiness texture work exactly? I assume its grayscale based with white basically setting the glossiness to 1.0 and black 0.0 with the various grays in between? If we are using a texture in the reflection map, should we just keep the glossiness to 1.0?

Hi Valero
The mapping on the glossiness work exactly as you described. In term of the multiplier, we have two of them. One is to control the glossiness and the second is to increase the intensity of the texture if you are using a texture to control the glossiness. Having said that, the first multiplier do not matter at all. You can let that multiplier to one, because this will not make any difference in the glossiness, due you will use the grayscale color in the image to control the amount of glossiness. However, we have a bug with the subdivision and textures. The problem is that if the value is set to 1, the subdivision option is gray out and you will not have any way to increase the subdivision (quality) of the noise. Again, the value will not affect the glossiness, but you will need to decrease it, if you want to enable the subdivis option.
The other multiplier is the texture multiplier, you can use that multiplier to increase or decrease the intensity of the texture and this will affect the glossiness.

Best

I am finding that 50% gray in the texture does not yield the same result as .50 in the glossiness amount though.

Could you please send us example scene of this issue to vrayrhino@chaosgroup.com

I made a new test using 75% and it seems to be very close. I may have been wrong. I sent you my files.