Thanks, I'm aware that the power and specularity maps control the reflectivity (my understanding is the spec file controls the intensity of the reflected sunlight and the power map controls the level of diffusion of the reflected light - i.e., focused or spread out).
Nice shot of the F-4, and I note the reflectivity from the canopy (a gloss surface) and the glare along the top of the fuselage, which should be painted with some form of non-spectacular gray (low gloss), if I'm not mistaken. So in real life, even flat paint exhibits glare at certain angles of sunlight.
Here are screenshots to illustrate my question. First, the aircraft at 1645 hrs, in which the sun angle is low so we can see the dirt and grime on the white DDay stripes:

Now, same angle and camera position - but local time is 10am:

The sun has obliterated the detail in the white stripes. But, I am using pure black (hex 0's) power and spec bitmaps in this shots. So shouldn't my pure black maps eliminate the glare? I know the maps are working, because I can produce or eliminate the glare effect on the cowl top anti-glare OD paint for example. But when the underlying color is white (or off-white, in this case) I'm not able to exert the same influence on the glare effect.
EDIT: I'm wondering about this, and thinking maybe we don't have complete control of specularity - that is, instead of the spec map controlling the complete range of specularity from zero to absolute maximum, maybe we only control it from some default or "base" level up to its maximum? So, even if we code a pure black spec map for an object, the object still has some basic level of specularity. And if the object is white or near white in color, even at that lowest level of specularity, it will wash out under direct light?
