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MSFS20 Converting to PBR

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ca-ontario
Hi everyone!

I recently obtained a 3D model that contains following textures:

Diffuse
Normal
Metallic
Specular
Glossiness

I am trying to build a COMP part of the PBR material using Metallic, Specular and Glossiness. For Occlusion, I use full white in R channel. For Metallic (Blue channel) I use Metallic texture. However - for Roughness (G Channel), I am not sure what to do with glossiness and specular. I tried specular (but inverted, as roughness is opposite of shininess/specularity) and the material looks ok, maybe a bit too "wet" looking.

Any idea how to use glossiness and specularity to obtain proper Roughness?
 
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