4.54 (13 votes)
No more having to convert % to degrees for IOR
Use the specular curved between the ranges of 0-90 to input your IOR data from places like refractiveindex.info.
I left the angles in 22.5 degree amounts as step for you to more easily place your values- but you should make them smooth curves and delete the ones you don't need when you've entered your own data.
Driver curve is to be left as is.
This is NOT a full material- it simple allows you to control the specular amount so you'll need to add it to an existing shader and material set.
I made this after watching Richard Yot's great tutorials on vimeo (https://vimeo.com/richardyot) which detail how to make realistic and believable materials using actual measured reflectance models.
It makes the incidence angle more linear, and then maps 0-100 to 0-90 so you can enter degrees.
It should be pointed out that Funk has a new version which is similar and more accurate. My curve is still an approximation. It should work for IOR very well, but again, use Funk's assembly for the most accurate results buy supporting your fellow modo artist and purchasing Richard's shader training on vimeo:
A huge thanks to Richard Yot, Funk, and Javis Jones for the ideas behind this and your help.
|Added:||March 03, 2015|
|Tags:||Gideon Klindt, index of refraction, IOR, PBR, reflection, refraction, Yot|
|Shader Tree Layers:||Group, Gradient|
|Shader Tree Effects:||Driver A, Specular Amount|
|Gradient Input Parameters:||Driver A, Incidence Angle|
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