Yep, a shame indeed, it would have been awesome to have this option right off the bat! The closest thing to using this effect (in the case of Metal) I found was simply sticking in a detail Normal with Spec/Diffuse information in it, just strong enough to break up the seams, and with enough information to seems like it's…
Figured I would post what I am working on with all this. Energy Conserving Image based lighting with a cook torrance model. Shots are a comparison of the default phong and my shader with approximate material matching. The shader supports cube map based ambient diffuse and specularity as well as regular lights. No metallic…
I would use a simple approach. Basically all you have to do is : ( 1 - glossiness ) * numofmipmaps. In my case it's 7. My setup : If your are using phong or blinn you might want to multiply your glossiness by 128 in order to get a range of 0 - 1 to avoid value like 180 or 200. But with a cook torrance or a spherical…