I'll try to write a bit more on this with some examples etc, but you can't pull any of the values from that chart and use them as metalness. Again, metalness is for the vast majority of materials either 0 or 1, for gold and brushed metal it would be 1, for the other 3 it would be 0. It looks like you're taking the diffuse…
Sorry no ETA yet. We realize this is a priority for you guys so it will be added at some point, likely sooner rather than later. Layering is not currently supported. Layering with masks to blend between different materials is something we will most likely in future update. You certainly can have multiple surface types with…
The short answer is: both. The long answer to the question, and how it relates to TB2 (and most current generation game engines with similar rendering features) is quite a bit more complicated. Ill start by explaining a bit about how the renderer works. TB2 uses image based lighting for ambient diffuse and specular terms.…