It was originally an RGB Color node, but the feedback was that this was unnecessary, and that is should be changed to a Greyscale Color node (embedded in the material node). I am just doing what I am toldYou say that feedback so far says that people dont want their specular color to be reproduced? I dont understand. Many materials need colored specular... How about translate it to grayscal value if the color is 100% white and an rgb color if its anything else. I dknt see the value of ignoring the specular color. If i set an rgb specular color in modo i want an rgb specular color in octane period. And i dont want to have to set up an override for two dozen materials that come in from clients that dont have octane for modo. I want as LITTLE work as possible to render from an already set up modo scene to an octane rendered scene.

I will add a Preferences option to convert the Specular color to an RGB Color rather than a Greyscale Color.
Paul