Havent tested this yet, but was just wondering how things work in relation to dielectric vs conducting materials. Dielectric Materials always have a white specular while conducting have coloured speculars.
It looks ok in the various materials examples, but since the highlights on the metals are so bright, they are essentially white as well. So I figured I should ask anyway.
So does Physically correct shaders take care of this, and what exactly controls the metalness of the surface?
The main reason I am asking this is because I tend to hue shift my specular maps of dielectrics by 180 degrees, so that the specular highlights are always white. But this heavily depends on what it is adding with. If it is a simple light cast on a sphere, obviously one half will be lit, so the specular can be added to the diffuse. But if you are using cubemaps on that same sphere and you want to retain that dielectricness of your material you should multiply the cubemap by the specular map, so the hues are correct.
But the issue here is that the unlit parts of the sphere will be black. So the hue shifted specular map will be added to black, showing the wrong colors where essentially the cubemap reflections will be. Though the cubemap reflections would render properly on the lit half.