If you use the standard metalness worflow mode, it turns out that you only need a texture for the Base Color, a roughness texture, and relief textures and the like, of course, having decided on the metalness parameter. But if the mirror image is too large, then you just need to numerically reduce the IOR and that's it? I understand it that way. On the other hand, if you turn on the Disney specular mode, you can more accurately emphasize the depth, and more precisely adjust this ability of specularity, and thereby add new details. Is everything correct?
The only thing I haven't fully understood is how to create textures correctly so that Specular does not exceed 0.5 (for example for IOR 1.5), because Specular in Metalness workflow differs from Reflection in Specular Workflow, as a minimum by the values are converted to IOR and should be fairly accurate. Not using Substance, is there an alternative to creating this exact texture for the Disney Specular mode in Corona Physical? and is it possible to create it from an existing texture for Reflection or Diffuse/Albedo, but in 3d Max itself, for example, in the process of work? Without using third-party programs?