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At the moment Im using Blender 2.78. Im using Blender Guru's PBR Workaround for materials. In the scene I'm working on I use textures from Poliigon.com. In the Poliigon help guide it says that reflection maps should not be used in a PBR workflow. So that socket will have no node connected to it. Is it then up to me to estimate the reflection value for the material? That doesn't feel right.

enter image description here

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    $\begingroup$ What does a "*reflection map" mean? Do they mean an Environment Map or a Specularity map? If it is the former it makes sense, and a specularity or reflection map would take care of the reflection amount, otherwise something would indeed be missing. $\endgroup$ – Duarte Farrajota Ramos Oct 30 '17 at 17:48
  • $\begingroup$ Imho you should direct this at Poliigon support how to use their textures. It is paid so they should assist their customers. Their statement that reflection map in PBR workflow should not be used is wrong. It can be, but has very little effect and usually is omitted, because dielectric materials have very similar reflection values (and very low). $\endgroup$ – Jaroslav Jerryno Novotny Oct 30 '17 at 23:24
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This is how Andrew Price set up his wooden floor.

enter image description here

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After some digging I came to the conclusion that this value should be left at 0 in this case.

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    $\begingroup$ Can you elaborate on this with some results? $\endgroup$ – batFINGER Oct 31 '17 at 15:02
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    $\begingroup$ If the node works like I think it works it definitely shouldn't be at 0. It should be at 0.05 as most dielectrics have reflectivity values of 4 to 5%. $\endgroup$ – Jaroslav Jerryno Novotny Oct 31 '17 at 17:23
  • $\begingroup$ I managed to find some screenshots of node setups using Blender Guru's PBR node group, all of the had the ref value set to 0. He seemed to do this in his "Realistic wood" tutorial as well. $\endgroup$ – Martin Edlund Nov 1 '17 at 15:10

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