When needing specularity on a mesh, I suppose depending on your render you use, you may be using PBR reflect, what was surprising to me, as I'm use to the old workflow, although understanding PBR probably won't take me long is; index of refraction plays a role when attempting to give a material specularity, whether to make it shiny or wet.
Is adjusting the IOR setting within PBR reflect suitable for creating wet surfaces or I should not be adjusting the IOR setting ?
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Which might look ok in the current lighting, but will probably look wrong in different lighting. Defeats one of the biggest "wins" of using PBR... that your physically correct surface will look good in all lighting situations.
More wet clay is what I'm after, although I only have; Reflect, Roughness and Reflectance color and roughness to adjust ?
It does look similar in setup to V-Ray though. In V-Ray, water uses black diffuse, white reflect, white refract, zero roughness, and IOR 1.33. For wet clay, you could use a clay material with a clearcoat on top. Not sure how Mantra materials are set up, but in 3ds Max with V-Ray I would use a VRayBlendMtl, with the clay material under the water material.