update documentations with common IOR values
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Mathias Agopian
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@@ -681,19 +681,19 @@ n_{ior} = \frac{2}{1 - \sqrt{\fNormal}} - 1
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Table [commonMatReflectance] describes acceptable Fresnel reflectance values for various types of materials (no real world material has a value under 2%).
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Material | Reflectance | Linear value
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--------------------------:|:-----------------|:----------------
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Water | 2% | 0.35
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Fabric | 4% to 5.6% | 0.5 to 0.59
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Common liquids | 2% to 4% | 0.35 to 0.5
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Common gemstones | 5% to 16% | 0.56 to 1.0
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Plastics, glass | 4% to 5% | 0.5 to 0.56
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Other dielectric materials | 2% to 5% | 0.35 to 0.56
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Eyes | 2.5% | 0.39
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Skin | 2.8% | 0.42
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Hair | 4.6% | 0.54
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Teeth | 5.8% | 0.6
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Default value | 4% | 0.5
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Material | Reflectance | IOR | Linear value
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--------------------------:|:-----------------|:-----------------|:----------------
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Water | 2% | 1.33 | 0.35
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Fabric | 4% to 5.6% | 1.5 to 1.62 | 0.5 to 0.59
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Common liquids | 2% to 4% | 1.33 to 1.5 | 0.35 to 0.5
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Common gemstones | 5% to 16% | 1.58 to 2.33 | 0.56 to 1.0
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Plastics, glass | 4% to 5% | 1.5 to 1.58 | 0.5 to 0.56
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Other dielectric materials | 2% to 5% | 1.33 to 1.58 | 0.35 to 0.56
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Eyes | 2.5% | 1.38 | 0.39
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Skin | 2.8% | 1.4 | 0.42
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Hair | 4.6% | 1.55 | 0.54
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Teeth | 5.8% | 1.63 | 0.6
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Default value | 4% | 1.5 | 0.5
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[Table [commonMatReflectance]: Reflectance of common materials (source: Real-Time Rendering 4th Edition)]
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Table [fNormalMetals] lists the $\fNormal$ values for a few metals. The values are given in sRGB and must be used as the base color in our material model. Please refer to the annex, section [Specular color], for an explanation of how these sRGB colors are computed from measured data.
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