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I have never seen anyone apply a gloss and a spec. map in cycles and I would be very interested to see how this is done so I can start using the gloss textures I have from gametextures.com. Some also have a height map which I assume I am supposed to just use on a displacement modifier.

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  • $\begingroup$ You can use the gloss or spec map as factor when mixing between diffuse and glossy shaders. $\endgroup$
    – Denis
    Commented Mar 22, 2015 at 2:05

3 Answers 3

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Here are a couple of examples to illustrate some of the possibilities of nodes using a single texture like this:enter image description here

Using the texture as color on a glossy shader.

enter image description here

Using the texture as roughness on the glossy shader, the roughness value is determined by the brightness of the image, dark areas are more reflective.

enter image description here

Using the image as Roughness on the glossy shader and as Displacement (bump map) on the material output:

enter image description here

Using the image as a mix factor for two different shaders:

enter image description here

Using an RGB Curves node to alter the contrast of the image used as factor.

enter image description here

Using RGB curves to control the displacement

enter image description here

As you can see, there are quite a number possibilities for endless fun.

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I used the 4 images on their pricing page in my demo.

Click for full size
cycles nodes

The Albedo Map goes in to the Diffuse node as the base color.
The Specular Map goes in to the Glossy node as the specular color. (metals are one of the few materials that have a colored specular highlight.)
The Gloss Map is used as the mix factor in the Mix Shader node between the diffuse and the glossy.
The Normal Map get plugged in to a Normal Map node then connected to both the diffuse and the glossy nodes.

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  • $\begingroup$ gloss maps should be inverted and plugged into the roughness input $\endgroup$ Commented Jul 14, 2017 at 15:12
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    $\begingroup$ @SebastiánMestre not necessarily. Granted changing the roughness is a way to make a material less glossy in parts, it is not the only way, nor even the "correct" way. I would suggest you try to make a glossy material, with parts of it not glossy and having a color by just changing the roughness. You will see that you need to "mix" the glossy on top of the diffuse base color. $\endgroup$
    – David
    Commented Jul 15, 2017 at 1:12
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Gloss maps should be inverted and plugged into the roughness input of glossy shaders.

Specular maps should be plugged into either a mix node factor input or into a glossy shader's color input (if the material is a metal do the later and do the former if it isn't).

Height maps can be plugged into the displacement input of your material output, fed through a bump node or used in a displacement modifier.

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