New version out, 0.3.5 From 0.3.4.1 to 0.3.5 -Energy conservation between diffuse and specular materials. -Implemented Kelemen Szirmay Kalos visibility model. -Adjusted blinn-phong normalization to better approximation. -Raised max specular power to take advantage of our logarithmic encoding. -Adapted max specular to work…
To add on to what Kodde said, have you use CryEngine or Marmoset? PBR renderers work similarly to their specular system. With both programs, the Gloss map affects the specular falloff(like spec power in UDK), but they also automatically introduce reflections. They do them a little differently, but both programs will…