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Complex IOR N/K value to RGB values?

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  • Complex IOR N/K value to RGB values?

    I'm testing the complex_ior.osl texture shader:
    https://docs.chaosgroup.com/display/...Fresnel+shader

    That page links to a database of IOR properties for different surfaces:
    https://docs.chaosgroup.com/display/...Fresnel+shader

    The above site give single values for both N and K (ex: silver n = 0.051585, k = 3.9046)

    The N and K attributes in the complex ior texture contain three value inputs for RGB. Maybe I'm missing something obvious but what I don't understand is how to derive three separate RGB values from these single N or K values.


    Using Maya 2016/VRay 3.4.04

    Thanks,
    -Brian

  • #2
    Its based on the rgb wavelengths, so if you goto the website 'refractiveindex.info' and enter in the red,green, blue values of 0.65, 0.55 and 0.45 respectively, you will see you get the different N and K values.
    e: info@adriandenne.com
    w: www.adriandenne.com

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    • #3
      Thanks for the reply, francomanko.

      Apologies for posting a duplicate subject. I just found this thread in the 3dsmax General forum:
      https://forums.chaosgroup.com/showth...ht=complex+ior

      I now understand how to get the values to input in the complex ior OSL shader.

      For anyone else's benefit who still are confused like I was on where to enter/view information:

      1. On refractive.info input the metal you want to work with
      2. Wavelength ranges for red, green, and blue are narrow and constant at averages of R 0.65, G 0.55, B 0.45 as franco posted above. In the Wavelength field on the webstite enter the Red value of 0.65, note N and K values. Repeat for Green and Blue wavelengths for the same metal.

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