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So far I didn't want to include a custom model, because it might have slight issues with path-traced shaders -granted the doors have custom models but those don't change geometry, just texture-mapping and UV's, same with basalt-. Items also have custom models but those aren't rendered the same as terrain anyways.

I might consider addind a custom model later but for now, I'll stick to this.

I also tried using a non-metal flag on rusty parts, but even with Optifine's latest LabPBR option switch to use point filtering upon generation of the specular maps mipmaps a halo appears around those parts at a distance. That's because the metallic (high value in PBR map's metal property) and non-metallic (low value) are averaged in smaller res mipmaps to a ~110-128 value (not really a metal but not a dielectric either), which causes those regions to behave differently vis-à-vis the roughness property, causing haloes.

Heres' a GIF illustrating the issue with Kappa v4.1 (happens with most/all shaders anyways)

Shaders used for screenshots:
Substance Designer (1)
Complementary v4.2.1 (2-3)
Continuum 2.1 alpha build 12 (4-5)
Kappa v4.1 (6-9)
SEUS PTGI HRR 2.1 with GFME 1.5 (10)
Spectrum (11-12)
Nostalgia v4.0 E1 (13)

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