Octane Node-based shader group for the ground. It uses a mix material to combine two glossy materials based on a grayscale paint map based on the ground's UV's, so some areas have a rocky appearance while others are more rocky and mountainous. All shading groups in the scene contain diffuse/color maps multiplied by ambient occlusion maps, normal maps, and specular strength and/or roughness maps multiplied by reflective occlusion maps. All shaders, including specular/dielectrics, glossy, and emissive, all are physically based and follow conservation of energy.