So if we keep them relatively close to each other, we get a small amount of variation across the surface. So basically, if this number goes up higher, there's going to be more contrast in our map. So the closer these numbers are, the less variation we're going to get. So let's try something like 0.25 or maybe, let's see, let's go even lower, 0.2. So you can almost tell a little story with your shaders that you're actually creating. Maybe from dirt, dust, smudging from shoes, something like that.
So if we were to zoom in say with a microscope and see some of these areas that are a little more rough, there would be small bumps of irregularities on there. And when I say bumpy, I mean on the micro detail level, the micro surface. So now you can see it's a lot more bumpy than it is glossy. We may want to go in and untick the Invert here and see how we're looking. This is kind of like my area that I like to start in and then kind of progress forward from here. So we'll go into our clamp texture and let's do something like 0.15 and 0.3. So we can basically add a clamp to this so we can rope this down so there's not so much variation there. One thing we need to look at is the roughness right now. So we'll actually go into the shader and we'll try to keep this on the same screen so we can see what we're doing. And then like here in the direct illumination, it's looking still just a little bit too scuffed for our liking. Right now you can see that it's very dirty in some of these indirect illuminated areas. Now, like I said, it's very hard to try to get a hardwood floor that looks practical enough to be real hardwood floor. So here we are and we can look at it from some different angles here inside of Octane. So once we get that set up, let's go ahead and turn on our live viewer and load the scene. And I'll pull this down to around 1.8 or so. So we get the glancing angles being very shiny. So we'll add a falloff map and then we need to invert our falloff. And just from out of practice, from what I always try to do with my materials, I'm going to add a multiply and use a falloff map. I believe we'll leave the Specular how it is.
We're going to change the type to float so we conserve on texture memory once again. So you can see it's a little more shiny than it is rough. So I'm going to go ahead and use the invert of this. And as I said before, I like to use a lot of the same maps over and over again. So we got our bump and I'm going to go ahead and change that to float so we can conserve a little bit on texture memory, and load up a roughness map as well. We'll carry on to keep loading in texture maps. This is going to be a value that I would like to mess around with as we start doing some test renders. So the next thing I'll do is go down to the Index. So we've got to try to find a good in-between there, but we're going to carry on with the principles that we had learned in the previous videos to create physically correct shaders. And I think a lot of people underestimate just how difficult it is to get a hardwood floor to look very realistic just because, depending on the type of floor and the polish and finish, sometimes it can look a little too perfect, sometimes it can look just too dirty. So this is kind of going to be a darker type of hardwood floor. And once that's loaded up, we can see it here in our view port. So we're going to use the glossy material type and, for starters, we're going to go ahead and load up an Image Texture. So we have an actual material that I just went ahead and created. I already have a floor mesh for setup and we have the material tag setup as well. So I would like to go ahead and jump into our test shader scene, our very simplified scene that has basically the same type of lighting and setup as our other scene does. Specifically, we're going to be focusing on the hardwood floors.
In this video, we're going to continue creating shaders for our interior Octane scene.