So as I understand traditional texturing, you have a diffuse, normal, specular and gloss map. I vaguely understand the difference between specular and gloss maps, but I have no idea how these apply to nodes in cycles, or if they even do.
In cycles with a diffuse + glossy shader you have the following three things:
- Factor on the mix shader for diffuse/glossy
- Color for the glossy shader
- Roughness for the glossy shader
Of these three things, do any of them correlate to what are traditionally called specular or gloss maps? Am I going about thinking of this in entirely the wrong way?