I will try again to post .... a few day ago I tried to post this and lost connection with maxwell site and forum for almost week. So I will be carefull now

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Hello again!
Can anyone help me with understanding roughness?
Is there any thread on this forum that describes roughness value vs reflectance? I have searched but failed.
How is it possible ?
If I put perfect sphere inside skydom. Light is identical from all directions.
and all reflected light from this sphere is different with different roughness. Measured in photoshop. reflectance color is always the same. so why there are differences?
When I set reflectance to about 235,235,235 I assume It will reflect THIS SUM of energy and roughness will change only directions of rays. But in overall it should all add to 235,235,235 (in perfect calibrated scene) because from every possible angle there comes identical sum of light to bounce back.
it is even worse. If in refl 0 and relf 90 is the same color so why there is "shading" even on perfectly clear 0 roughness , and 30 and 50 and lambert. almost "flat ramp" is with about 70 roughness value. I tried with many Nd values from 1 to 1000 and with. r2 file 90-0 to get rid of fresnell effect.
how in the name of Lord can I predict what will show in framebuffer if Nd has it ramp. roughness has it ramp , there are 2 colors depending on angle of view.
there is a great research about Nd vs reflectance from Thomas Anderson. Mayby there is something about roughness ?
and again 255,255,255 sphere lit by 255,255,255 skydom have "shading" so why there are info in NL materials ? "if you set 255 value color ALL light will be reflected back"
so ? anyone can help?