Specular Layer
For first lets answer the question: What has the specular to do with glossy reflection?
All is the answer specularity is physically seen an unsharp or glossy reflection of an light source or any other light part in the environment of an object, therefore also in vray the specularity is bound to the glossy reflection, VRAY however gives you the possibility to use both: traditional "cheated" specular effects and real physical correct glossy reflections.
The specular color gives the main color of the reflection. a car paint p.e. might be “Ferrari red”, maybe uses also a Fresnel falloff with slight color variation depending on viewangle.
The Specular Layer parameters let you set the glossiness of the specularity (classic fake specular) and the glassy reflection, this can be set via texture, you can set a multiplier for the texture, shader or slider, a value of white or 1 will give a sharp non glossy reflection. a value of 0.8 will give a 80% glossiness (equals 20% roughness), you can adjust both values independently. and also you can deactivate either or with the check boxes “trace reflections” or “trace specularity”.
The glossiness subdivision controls the exactness of the calculation, higher values produce a more exact solution but render longer. most time when using proper AA settings 8 might be enough. for high level surfaces you might want to set a higher value like 16 or 32 etc. last not least there are also Fresnel settings below:
You can turn Fresnel behavior on or off, when on the layer transparency get disabled, because this is now controlled by the Fresnel, the IOR gives again real world behavior. in reality almost all materials have a certain amount of glossy reflectivity and also a Fresnel behavior with a certain IOR. Glass has a IOR of 1.5- 1,75, ceramics, plastics, polished wood, etc. have an IOR of 3-6, metals have IOR starting with 10 going up to 200. You can also adjust the color of the Fresnel. it does not have to be black and white. often gray shades or even slight colors give good results, as glossy reflections are very important for all kind of high level materials we have implemented 5 specular layers to mix!
You can each setup individually and blend them together via the specular layer transparency or Fresnel behavior. each layer can have its on glossiness, own anisotropy, colors, filters...this is excellent for car paints, silk, plastics, multilayer materials like coated woods, brushed metal etc.
You can also use one layer for only specular effects and one only for glossy reflection to have different controls and colors for both. the variation is only limited by your imagination:-)
The specular layer in the Vray material gives a totally new way to build materials, as all real world materials have a specular/glossy reflection, so it is good that they render fast in vray, also in combination with GI and refraction....

Specular Type
Specular Color
Specular Layer Transparency
Specular Layer Parameters
- Never - glossy rays are never treated as GI rays.
- Only for GI rays - glossy rays will be treated as GI rays only when GI is being evaluated. This can speed up rendering of scenes with glossy reflections and is the default.
- Always - glossy rays are always treated as GI rays. A side effect is that the Secondary GI engine will be used for glossy rays. For example, if the primary engine is irradiance map, and the secondary is light cache, the glossy rays will use the light cache (which is a lot faster).
Specular Layer Fresnel

Notes
In ward note it is not possible to have no specularity, the result will be black, this lies in the nature of ward, when using ward don not deactivate trace specular or do not set the specular glossiness to 1 use 0.99 instead p.e.