If you are interested I created an OSL script to apply a calibrated pbr specular map to a universal material.
The script must be applied as an osl texture to the (Dielectric 1 / IOR map), and the pbr specular map must be set with linear gamma (1.0).
#include <octane-oslintrin.h>
shader Texture(
color col1 = color(0.5, 0.5, 0.5),
output color c = 0)
{
color col2 = pow((_evaluateDelayed(col1, u, v)),(2.2));
c = 1/((1+col2+2*sqrt(col2))/(1-col2));
}
Script - PBR Specular map to Dielectric 1/IOR map
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