Seems like that would be more appropriate for masking actual environment reflection maps, which tend to be sharper and more noticeable than specular highlights - I think if you just used a solid occlusion technique like that for specular maps you might get some strange looking results. An ambient occlusion map used as a…
hmm I see so editting the materials themselves is pointless, and adding more light into a scene in theory works for a spec map, but the turn around time might just be easier to just bake a simple spec map and then toss on a AO on that and multiply it and then add all aditional spec map effects from there im assuming. hmm I…