In the thread Albedo value of snow - How to get 80% white in Blender I had the quest to search for reliable albedo values. And this time I search for a way how we can find reliable specularity values. (Specularity as in the specular socket in the Principled Shader node).
Here a list of what I encountered in regards to specular values:
- Often they say: Most materials have a specularity of 0.5. You can leave it on 0.5.
- In some tutorials they say: don’t use specularity texture maps in the Principled shader node: that workflow is not suitable for the principled shader node. Mainly use: albedo (*AO), roughness, normal, and that’s pretty much it.
- (When you bump up the intensity of a normal map, the material get’s “rougher”. Nothing to do with specularity, but you might need to adjust the roughness values?)
- When you realize that albedo values should be much lower than you used to, you will start to use lower albedo values. But then the ratio: albedo:specularity, is changing: your materials look now much glossier, less saturated (dielectric), renders look more washed out (because of higher ratio of colorless reflections.
- Overal, my impression, when using plausible albedo values (that is much lower than usual), the amount of relfection (as in ratio albedo/specularity) is quite high. So then I tend to lower the specularity to maybe 0.25 or 0.33.
If you recognize the above, my question is: How do you deal with specularity values (or how to get reliable specularity values)?