As the title says how can I achieve the kind of specularity you see in Blender Internal like Phong, CookTorr, etc. in Cycles. I've gotten close with a diffuse and glossy shader put together with an add shader but no dice.
Is there a certain Cycles node layout that can achieve the kind of specularity (again like phong and etc.) like in Blender Internal? Also we can't use different scenes it must be in one scene and rendered only with cycles.