You can use an Image,. colour or HDRI in the “Scene / Background” and that will reflect on any objects in your scene which have reflection enabled in the shader.
But it only works so far and not any further - it’s either too bright or too weak - or the cells are still with 1 % too big. And then there is the problem with the localization - it’s not really possible to limit that to a certain location if you only want it e.g for the eye lids, lips, or the spots on a dress where the embroidery is located.
try applying your shader to a plane and exporting as OBJ with the option to “convert procedural shader to textures” and set the image size.
that will give you the ability to take that “highlight” or “Shininess” (greyscale image) into an image editor, where you can scale and tile it to fit onto the Items “UV template”,. or you could use an existing texture map as the guide.
try creating a greyscale map of your Image texture, and use that in the highlight and shininess.
Try mixing a fractal noise function, and “None” , and using your Cellular function as the Blender.
this will give you noise within the Cell, and make it seem smaller or more grainy.
I tried with creating new shading domains - but the Vertex Room only let’s you work on a “unmorphed” mesh so it’s very hard to “match” the zone correctly to the applied texture and morphed mesh.
In the vertex modeller,. there are three Blue Icons in the top right panel… the Middle one is “animation mode” which will switch your model from the default T-pose, to it’s current animated pose from the time-line.
This allows you to adjust morphs on an animated figure,. in it’s pose,. to correct for poke-through or other issues.
But,. that shouldn’t prevent you from selecting or creating a new shading domain.
To create shader effects with precision on a model, it’s easier to create a texture map to apply the effect to specific areas,. especially if the model has few shading domains.
Also,..; for your other “building” model,.
In the shader room,. you can rename the shaders, (so that they make more sense) using the right hand panel,.
select a shader name in that panel, and it’ll appear in the bottom Text area,. where you can rename it.
Hope it helps