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rework specular description for PRM #6

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@ScanMountGoat

This should just describe how specular is converted to IOR and give a few sample images of the fresnel curve and resulting rendered image for an in game model. The existing explanation is a bit technical and requires too much intuitions about surface reflectance.

  • rework specular description
  • show a comparison with mario for fresnel and rendered result for different specular values
  • show an example nodegroup in Blender

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