I wonder if and how much people use such thing to kill plastic look PBR often makes in something like 2d "grass bed" material or dirt. What's called specular level before, or simply specular in Unreall . We had sort of huge rise in highlight brightens a while ago like what Ultra shader setting makes in SPainter . Everything gets more shiny even with 1 roughness at grazing sun angles. I saw some mentioning in Horizon published docs . Chat GPT tells me it's a common practice . is it really so?
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If you don't like the specular response, one thing is to check your roughness values, and how your mipping is changing your textures with distance and glancing angles.
The only non-bullshit option is to apply specular occlusion - in unreal, you multiply a cavity map over the specular level texture
which i think is what you're suggesting.
in most games the specular amount is also reduced over distance/by a function of the surface normals - toksvig being the most common method. Specular occlusion is often applied alongside ambient occlusion in the renderer (screenspace AO/ GI stuff)
for rougher/absorbent surfaces using an unreal type material you can only really reduce specular level,
Using a different diffuse or specular model is really the only good way but you need to make a whole new shader for that
https://dev.epicgames.com/documentation/en-us/unreal-engine/composite-texture?application_version=4.27
Valve talks about a similar problem/solution on page 28 of this presentation:
https://media.steampowered.com/apps/valve/2015/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf