Well keep in mind that BRDF settings are simply a workaround for simulating the Fresnel effect. They donât actually âexistâ in real life - the Fresnel effect applies to any material, but with most CG shaders it doesnât âlook rightâ, so BRDF curves were used to tweak the effects.
But with the mia_mat_x shader, you can just use the Fresnel effect and then the IOR to achieve 99% of the materials you need. The trick is to push your IOR beyond diamond (2.5), especially with metals. For Brushed Nickel, for example, I generally use an IOR of 30.
What you see in metals that tends to appear to defy the Fresnel effect is simply microsurface scattering. Take some photos from a few, youâll see what I mean. Thereâs a few excellent posts illustrating this topic around here somewhere, Iâll try to dig 'em up and link you to them.