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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)

 

 

Red

Green

Blue

 

Red

Green

Blue

Silver

 

0.996078

0.996078
0.992157
 

1

1

1

 

1

fefefd

Image Modified

ffffff

Image Modified

Gold

 
0.984314

0.901961

0.670588

 

1

0.980392

0.764706

 

1

fbe6ab

Image Modified

fffac3

Image Modified

Copper

 

0.972549

0.811765

0.760784

 

0.996078

0.905882

0.847059

 

1

f8cfc2

Image Modified

fee7d8

Image Modified

Aluminium

 

0.960784

0.964706

0.964706

 

0.960784

0.980392

0.988235

 

1

f5f6f6

Image Modified

f5fafc

Image Modified

Chromium

 

0.772549

0.772549

0.772549

 
0.568627
0.556863

0.690196

 

1

c5c5c5

Image Modified

918eb0

Image Modified

Lead

 

0.831373

0.831373

0.85098

 

0.74902

0.752941

0.819608

 

1

d4d5d9

Image Modified

bfc0d1

Image Modified

Platinum

 

0.980392

0.972549

0.933333

 

0.996078

0.992157

0.976471

 

1

faf8ee

Image Modified

fefdf9

Image Modified

Titanium

 

0.988235

0.976471

0.917647

 

0.996078

0.996078

0.980392

 

1

fcf9ea

Image Modified

fefefa

Image Modified

Tungsten

 

0.968627

0.92549

0.886275

 

0.984314

0.945098

0.854902

 

1

f7ece2

Image Modified

fbf1da

Image Modified

Iron

 
0.952941
0.945098
0.921569
 
0.94902

0.960784

0.956863

 

1

f3f1eb

Image Modified

f2f5f4

Image Modified

Vanadium

 
0.980392

0.952941

0.898039

 

0.996078

0.984314

0.94902

 

1

faf3e5

Image Modified

fefbf2

Image Modified

Zinc

 

0.945098

0.941176

0.937255

 
0.960784
0.968627

0.976471

 

1

f1f0ef

Image Modified

f5f7f9

Image Modified

Nickel

 
0.952941

0.937255

0.886275

 
0.960784
0.960784

0.929412

 

1

f3efe2

Image Modified

f5f5ed

Image Modified

Mercury

 

0.898039

0.898039

0.898039

 

0.878431

0.909804

0.941176

 

1

e5e5e5

Image Modified

e0e8f0

Image Modified

Cobalt

 

0.847059

0.831373

0.811765

 

0.803922

0.803922

0.815686

 

1

d8d4cf

Image Modified

cdcdd0

Image Modified

*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
colorblue
titleDownload Test Scene
urlhttps://drive.google.com/uc?export=download&id=1iANs7ZFrTLKpK_YW6sTqa4onQPboNCuc

 

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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