Colour Science (Was: Blender Filmic)

The principled shader’s specular weighting is based on real light interactions. If it’s too strong, you may actually have too low of roughness. Also, pay attention to objects around you - a lot of things are shinier than you might think at first. For example, if you ask “is asphalt matte?” most people would say “yes!”. But if asphalt is matte, how does this happen? http://3.bp.blogspot.com/-9HPn5qPF3uw/Us0LlTM0bMI/AAAAAAAAOcc/potOB-YKAgg/s1600/IMGP0609.JPG

A lot of things get very shiny if viewed at a grazing angle with a bright light hitting them. Just something you need to get used to when lighting. If it’s too much of a problem, the “specular” slider on the principled shader can reduce the reflections by pulling back the IOR of the surface.