Pretty much what stevston said here. you can partially tint the specular by making it mildly metallic (the metalness map is grayscale after all), but it isn't ideal because: due to energy conservation, the diffuse is multiplied by 1 - metalness. so as you try to tint the specular, the diffuse will become darker. at the…
Albedo is a fine term to use, it's for surface diffuse reflections. "Diffuse" has more contributions e.g. subsurface, so why not use terms that mean the things we mean? I'm sure there will be hacks as long as we're simulating the real-world. Even "film" level is garbage compared to reality. It's all just layers of hacks.…
If you need to add some color to the reflection you can make it partly metallic with a grey value in the metalness map. However this will also darken your diffuse/ albedo. I wouldn't really reccomend it. Also the reflection color has to be the same as the diffuse color for that to work. Unless there is some shader magic…
So, with the metalness workflow, is the only way to define specular brightness of a non-metal to darken or lighten the diffuse, or adjust the roughness of the highlight? I've been really struggling figuring out metalness, because it feels incredibly confining to me; but I think it's just because I misunderstand the way it…