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I am trying something that should be trivial, without success.
I've done a search and found a similar question, but I don't want to change the shader, I want to keep it simple and I think that what I want to achieve should be reachable with the simple PRINCIPLED BSDF node.
Yet, for some reason I can't make it work.

I have tried raising the specular factor, it had nearly no effect. I still don't understand what that parameter does, as I would expect an increase in... specularity factor. It doesn't happen.
I tried to play between metallic and specular, but of course this completely changes the way the tiles look.

Here you can see the shader and the result:
enter image description here

I just want to increase the amount of reflectivity of the tiles, so that the WC and bidet and the sink will reflect a bit on the tiles.

I also want to point out the huge difference with the viewport render, which shows reflection, vs the Cycles engine, which ate it all away:
enter image description here

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    $\begingroup$ Try turning up the clearcoat perhaps? The specularity changes the shininess, not the reflectivity. Roughness should make it reflective. Also, be careful increasing the metallic. Usually its just a 1 or a 0. If the material shouldn't be metal then don't increase metallic at all. $\endgroup$ – Nascent Space Jan 17 at 7:50
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    $\begingroup$ First, change the Color-Space of your normal map from sRGB to Non-Color and see how much that helps. $\endgroup$ – Christopher Bennett Jan 17 at 8:18
  • $\begingroup$ @ChristopherBennett doh, I did that, I don't know how that reverted to sRGB! Thanks for pointing that out, I was in fact wondering also at why some tiles were looking a bit odd. $\endgroup$ – PolyMad Jan 17 at 8:37
  • $\begingroup$ @NascentSpace thank you! I will have to get info about the difference between shininess and reflectivity, I intuitively thought that they work on the same parameter. $\endgroup$ – PolyMad Jan 17 at 8:37
  • $\begingroup$ Sorry, this may be obvious, but have to tried setting the roughness to something like 0.3 (keeping metallic at 0 and specular at 0.4-0.5)? $\endgroup$ – Christopher Bennett Jan 17 at 8:47

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