I can control the glossiness/reflectiveness of a material by mixing a glossy BSDF with a diffuse BSDF and setting the mix ammount, but in that case glossiness/reflectiveness are linked. Is that so because they are linked in real world? The more shiny, the more reflective, no exceptions, is that how it works? How can I control them separately?
The material is used on a plane which is the floor for an architectural visualisation. Generally I would like the scene to be realistic but with the floor and background I'd prefer not to have the limitations of real world. What I need is to be able to finetune the amount of reflection on the floor while controlling separately the intensity of highlights/gloss made by lights.