I would imagine the reason the scan data had color in some of the specular would have to do with not being able to get out all of the 'diffuse' (if it's tinted the color of the diffuse). It may also have to do with the model they're making the data for, depending on the color of the specular. There could be something more…
I just checked and it doesn't appear that UE4 takes into account the roughness for the diffuse. I'm pretty sure it remains lambertian regardless of the value. Oren-Nayar takes it into account more complex changes in the diffuse based on roughness (including masking, shadowing, and interreflections) but I don't believe…
Roughness is almost exactly the same as a gloss map. Everyone keep making a big deal about the change in terms with PBR when the work flow is almost exactly the same unless your are using metalness. The only differences are don't bake lighting into your diffuse and try to use real world values for your reflectance ( almost…
Speaking of different models I finally got around to looking in the UE4 source for Oren-Nayar, and there's a nice file in the Shaders folder called BRDF.usf. It has a bunch of different models you can switch between for pretty much everything. For the diffuse model you can choose between Lambert(default), Burley, and…