As I’ve either re-visited projects or continued working on those started before the principled shader, I’ve taken the opportunity to convert materials.
Does the principled glossy work differently than the standalone glossy shader? I can’t take the value from a glossy node to principled and get the same result, and in fact I have to add a lot more roughness to principled to match.
Now I know that the glossy had issues with roughness not being a linear value, so I’m assuming that this has been addressed in the principled shader, in which case, what’s the math to convert between the two?