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Complex Fresnel texture node for Cycles

12

Oded Erell writes:

I developed a Complex-Fresnel texture node for Cycles, that supports GPU rendering. It's a procedural color texture that receives complex IOR input data and provides correct color\reflection per angle, especially useful for rendering realistic real world metals.

The CGL_Complex_Fresnel node should be connected to the color input of a Glossy BSDF or Anisotropic BSDF shader.

Some complex IOR examples:
* values in these examples have been retreived for 650nm, 550nm, and 450nm wavelengths.

Gold:
n: 0.18299, 0.42108, 1.3734
k: 3.4242, 2.3459, 1.7704

Iron:
n: 2.9114, 2.9497, 2.5845
k: 3.0893, 2.9318, 2.767

Copper:
n: 0.10423, 0.79746, 1.0482
k: 3.7757, 2.5642, 2.4136

More complex IOR data can be obtained here:
https://refractiveindex.info

You're welcome to download the .blend file containing the node-group from our website.

Enjoy! :-)

12 Comments

  1. hahaha Just in the nic of time! I've already have something set up to render in Gold color, Now I'm going to replace it with this and see what I'll get. thanks a Million + 1 !!

  2. hahaha Just in the nic of time! I've already have something set up to render in Gold color, Now I'm going to replace it with this and see what I'll get. thanks a Million + 1 !!

      • It takes into account the roughness. The Complex Fresnel is only accurate when the roughness is 0. Otherwise the edge tint and falloff are different. There is a PBR metal shader with that incorporated in that SE answer I linked.

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