Correct, the higher ior trick is the same Maxwell users are forced to follow but it simply wrong. Things have to look realistic at real IORs.tokiop wrote: ↑Fri Nov 27, 2020 3:40 pmIt is pure non technical speculation, but as I understand :
If this is true and I understand what you are explaining, playing with IOR and mix factor acts as a fresnel blend.
- IOR controls the fresnel faloff
- mix shader normalizes reflected light between the two shaders
Here is a test with different IOR values for a glossy with black diffuse to see better the effect :
ClearcoatIOR.jpg
Higher the IOR and "flatter" are the reflections. However looking up for IOR references, IORs above 3 seem pretty rare, so it might not be physically sound to use it like this.
Specular reflection vs diffuse reflection.
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: Specular reflection vs diffuse reflection.
Re: Specular reflection vs diffuse reflection.
It seems "simple/single number IOR" are only valid for dielectrics, non-dielectics materials like metals requiring "Complex/full IOR" with more complex equation and additional components/values.
Maybe the "simple" real IORs that can be found in some list, for some metals for example, don't make sense because they are only one component of their complex IOR ? Therefore they might not be a better or "more real" approximation than using the "high" IOR trick ?
Maybe the "simple" real IORs that can be found in some list, for some metals for example, don't make sense because they are only one component of their complex IOR ? Therefore they might not be a better or "more real" approximation than using the "high" IOR trick ?