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The Index of Refraction (IOR) plays an important role when creating a physically based material. Therefore, it has to be considered as part of the shader.
The site RefractiveIndex.info is a great resource for understanding the proper IOR of different materials. However, inputting those numbers into a V-Ray shader will not match exactly. As such, Vlado has created this chart to help make the translation easier:
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following chart provides Diffuse and Reflection Color values that help you create realistic metallic shaders with V-Ray for Houdini:
Name | Base (diffuse) color | Reflection color | Metalness | Base color (web) | Reflection color (web) |
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Red | Green | Blue | Red | Green | Blue | |||||||||
Silver | 0.996078 | 0.996078 | 0.992157 | 1 | 1 | 1 | 1 | fefefd | ffffff | |||||
Gold | 0.984314 | 0.901961 | 0.670588 | 1 | 0.980392 | 0.764706 | 1 | fbe6ab | fffac3 | |||||
Copper | 0.972549 | 0.811765 | 0.760784 | 0.996078 | 0.905882 | 0.847059 | 1 | f8cfc2 | fee7d8 | |||||
Aluminium | 0.960784 | 0.964706 | 0.964706 | 0.960784 | 0.980392 | 0.988235 | 1 | f5f6f6 | f5fafc | |||||
Chromium | 0.772549 | 0.772549 | 0.772549 | 0.568627 | 0.556863 | 0.690196 | 1 | c5c5c5 | 918eb0 | |||||
Lead | 0.831373 | 0.831373 | 0.85098 | 0.74902 | 0.752941 | 0.819608 | 1 | d4d5d9 | bfc0d1 | |||||
Platinum | 0.980392 | 0.972549 | 0.933333 | 0.996078 | 0.992157 | 0.976471 | 1 | faf8ee | fefdf9 | |||||
Titanium | 0.988235 | 0.976471 | 0.917647 | 0.996078 | 0.996078 | 0.980392 | 1 | fcf9ea | fefefa | |||||
Tungsten | 0.968627 | 0.92549 | 0.886275 | 0.984314 | 0.945098 | 0.854902 | 1 | f7ece2 | fbf1da | |||||
Iron | 0.952941 | 0.945098 | 0.921569 | 0.94902 | 0.960784 | 0.956863 | 1 | f3f1eb | f2f5f4 | |||||
Vanadium | 0.980392 | 0.952941 | 0.898039 | 0.996078 | 0.984314 | 0.94902 | 1 | faf3e5 | fefbf2 | |||||
Zinc | 0.945098 | 0.941176 | 0.937255 | 0.960784 | 0.968627 | 0.976471 | 1 | f1f0ef | f5f7f9 | |||||
Nickel | 0.952941 | 0.937255 | 0.886275 | 0.960784 | 0.960784 | 0.929412 | 1 | f3efe2 | f5f5ed | |||||
Mercury | 0.898039 | 0.898039 | 0.898039 | 0.878431 | 0.909804 | 0.941176 | 1 | e5e5e5 | e0e8f0 | |||||
Cobalt | 0.847059 | 0.831373 | 0.811765 | 0.803922 | 0.803922 | 0.815686 | 1 | d8d4cf | cdcdd0 |
*The RGB values are relative representations. For a better result, use the hex (web) codes from the table.
You can try the values with the following test scene:
UI Button | ||||||
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The Index of Refraction (IOR) plays an important role when creating a physically based material. Therefore, it has to be considered as part of the shader. The site RefractiveIndex.info is a great resource for understanding the proper IOR of different materials. However, with metallic materials (having Metalness value of 1), the IOR parameter in the V-Ray for Houdini user interface is not used.
Useful information on metallic surfaces can be found at the Journal of Computer Graphics Techniques site.
For detailed information on the Metalness parameter, go to Understanding Metalness Chaos blog post.
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Examples
Below are some examples and their settings.
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