 So you don't know how to be smooth, not a problem. Remember smoothness is the opposite of roughness. The more white, the more reflective the object becomes. This map can be built from the edited or the original diffuse. The left side is the original, the right side are your changes, and the slider controls how much of each you see. Metal smoothness controls how reflective the metal light areas become. If you want to affect specific colors or shades of areas differently, you can pick that color from that area and adjust the hue, saturation, luminosity, low and high until you've highlighted the target area in white. Then you determine how reflective that area is with this final smooth knob here. Base smoothness controls how reflective the general surface is. Sample blur size doesn't seem to do anything, but high-pass blur size blurs the light and dark areas around the details. High-pass overlay contrasts or inverts the detail. Final contrast multiplies how reflective or non-reflective each area is. And final bias makes the map lean more towards being reflective or less reflective. And that is the secret to being smooth. Hope that helps. If you enjoyed this video, please don't forget to like, subscribe, and ring that bell. Hope you have a fantastic day, and I'll see you around.