One thing to keep in mind is that when these measurements for the metals are taken, they are taken or reference a clean machined metal, often polished. but raw metal has a very dull and dirty surface
Very true and also a good point! I would argue that it´s always good to start out from a pure state and then dirty it up bend the shader to your vision.
Fantastic - thank you very much. It's excellent to get some of the physical background information. Sehr gut! Any chance of getting a tutorial on the new blend material in 3.08?
Dickes like, aber ich versteh´s nicht. 2´20": du sagst, das Gold verliert seine Reflektion am Rand. Versteh ich nicht. Die Kurve zeigt doch in der y-Achse die Stärke der Reflexion, die rechts (also am Rand des Objekts) am größten ist. Oder hab ich grade nen Knick in der Denkleitung?
Hab ich an der Stelle etwas ungeschickt / falsch ausgedrückt. Sollte nicht Reflexion sonder Sättigung / saturation heißen. Danke fürs Aufmerksam machen! Sollte also dementsprechend heißen, dass der die Gold-Farbe bis zur 90° Kante komplett verschwindet und dem entsprechend an der Glanzkante nur noch eine ungesättigte, farblose Reflexion übrig bleibt. Sorry, für die Umstände!
thanks Raphael! I have a question: Does this technique/system also work with the crystal values shown on refractiveindex.info? Since some of the crystals have some K values other don't - its quite confusing. How would you approach that?
Yes some of those stones can have small values of k values. But in my opinion those could be ignored. So general rule of thumb. Is the crystal is transparent, ignore the K value and use use specular materials. If the K value is really low >=0.01 then you can ignore it and just resort to the n value and put that in the Index. If you have a material like germanium where the K is bigger, you will see that it also looks like metal and is not transparent (its classified as semi-metallic element).
One thing to keep in mind is that when these measurements for the metals are taken, they are taken or reference a clean machined metal, often polished. but raw metal has a very dull and dirty surface
Very true and also a good point!
I would argue that it´s always good to start out from a pure state and then dirty it up bend the shader to your vision.
This is one of the best tutorials I've seen. Thank you!
Fantastic - thank you very much. It's excellent to get some of the physical background information. Sehr gut! Any chance of getting a tutorial on the new blend material in 3.08?
Great info. 👍
you are the best, Raphael! Btw I think the title is wrong!
Thank you. And yes. The title was just copied and pasted. Thanks for letting me know ;-)
Dickes like, aber ich versteh´s nicht. 2´20": du sagst, das Gold verliert seine Reflektion am Rand. Versteh ich nicht. Die Kurve zeigt doch in der y-Achse die Stärke der Reflexion, die rechts (also am Rand des Objekts) am größten ist. Oder hab ich grade nen Knick in der Denkleitung?
Hab ich an der Stelle etwas ungeschickt / falsch ausgedrückt. Sollte nicht Reflexion sonder Sättigung / saturation heißen. Danke fürs Aufmerksam machen!
Sollte also dementsprechend heißen, dass der die Gold-Farbe bis zur 90° Kante komplett verschwindet und dem entsprechend an der Glanzkante nur noch eine ungesättigte, farblose Reflexion übrig bleibt.
Sorry, für die Umstände!
thanks Raphael! I have a question: Does this technique/system also work with the crystal values shown on refractiveindex.info? Since some of the crystals have some K values other don't - its quite confusing. How would you approach that?
Yes some of those stones can have small values of k values. But in my opinion those could be ignored.
So general rule of thumb. Is the crystal is transparent, ignore the K value and use use specular materials.
If the K value is really low >=0.01 then you can ignore it and just resort to the n value and put that in the Index.
If you have a material like germanium where the K is bigger, you will see that it also looks like metal and is not transparent (its classified as semi-metallic element).