The materialindex will also add the default maps for pbr if the texture set is incomplete.
Say you have a building with a material index of metal instead of wood and only have a diffuse texture using the entity_basic shader with pbroveride=1.
The engine will use the textures for metal in the effectsbank/media/materials folder for metal to fill in the rest of the textures that are missing.
Having the material index set properly is a must if you dont have all the texture for pbr shading.
The shinyness then can be adjusted using a value over 100.
Do keep in mind that this seems to only have a small effect until you get to values over 1000, then it has a very large effect.
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