The amount of light that is allowed to bounce off of a reflective or non-reflective surface on the Cliff Layer (It’s best to keep this above 0, as Physically Based Rendering works best with at least a little bit of specularity)
Cliff Roughness:
The amount of shininess that the Cliff Layer has (0 = fully reflective, 1 = fully rough).
Foothill Specularity:
The amount of light that is allowed to bounce off of a reflective or non-reflective surface on the Foothill Layer (It’s best to keep this above 0, as Physically Based Rendering works best with at least a little bit of specularity)
Foothill Roughness:
The amount of shininess that the Foothill Layer has (0 = fully reflective, 1 = fully rough).
Flat Lands
Specularity (Top Layer):
The amount of light that is allowed to bounce off of a reflective or non-reflective surface on the Top Layer of the Flatlands (It’s best to keep this above 0, as Physically Based Rendering works best with at least a little bit of specularity)
Roughness (Top Layer):
The amount of shininess that the Top Layer on the Flatlands has (0 = fully reflective, 1 = fully rough).
Specularity (Bottom Layer):
The amount of light that is allowed to bounce off of a reflective or non-reflective surface on the Bottom Layer of the Flatlands (It’s best to keep this above 0, as Physically Based Rendering works best with at least a little bit of specularity)
Roughness (Bottom Layer):
The amount of shininess that the Bottom Layer of the Flatlands has (0 = fully reflective, 1 = fully rough).
Beaches
Beach Specularity:
The amount of light that is allowed to bounce off of a reflective or non-reflective surface on the Beach Layer (It’s best to keep this above 0, as Physically Based Rendering works best with at least a little bit of specularity)
Beach Roughness:
The amount of shininess that the Beach Layer has (0 = fully reflective, 1 = fully rough).