In the 3rd edition of Real-time rendering, the authors base the specular reflectance off roughness and the fresnel effect:
(m+8)/(8pi) * R_F(a_h)cos^m(t_h)
It seems that for a really large m and where the normal and half vector are close to each other, the result of the above expression will be a large number much greater than 1.
Won't this amplify the amount of reflected specular light? It's not making sense to me because then won't the reflected light be greater than the incoming light? How is that possible?