There is also an index of reflective refraction and refractive refraction, which always equals (reflective refraction value is always the same as refractive refraction).
The IOR is actually exactly related to both Refraction and Reflection index in terms of both bending through the material as well as the energy of light and how that energy stops being absorbed by the material and when it starts to reflect it. Hence all materials (not just transparent ones) have an IOR value which deal with all levels of specular/reflective/refractive light. Therefore, if you want to be scientific about it, the values should be equal in both reflection and refraction. The numbers you can find in tables. Mental ray has both values controlled with the same fresnel input, whereas vray uses 2 different inputs.
Whenever light enters a material, absorption occurs. How much depends on the material and how much light is scattered once it is inside the material. For example light tends to move through glass in a straight line without being scattered once it’s inside. This is why glass appears transparent rather than translucent. Absoprtion still occurs, just not very much, which is why the images you see through a glass object are slightly tinted.
Translucency is the case of transmission.
Surface microgeometry can cause the light to scatter in multiple directions in a similar way to glossy and diffuse reflections. This causes effects like the transmission seen through frosted glass.
It might help to see transmission as having different values of subsurface roughness, compared to surface roughness which results in specular or diffuse reflections. So a milky glass has a rougher subsurface so to say than a clear glass. Add to that a value to say how deep light can penetrate the surface, as I’m not sure if subsurface roughness alone would cut it
On a microstructure level: translucency is subsurface effects. I’m not sure if there is a commonly accepted terminology for this, but I tend to use “subsurface reflection” for light that enters a surface, bounces around inside a bit, then exits back the way it came, and “subsurface transmission” for light that does the same but exits on the opposite side of the object.
What’s actually going on inside is rather complicated and is generally modelled as a random walk - i.e. the photon travels a short distance inside the material before it interacts with an atom and might be absorbed (or, to think of it another way, has some of its wavelengths absorbed), changes direction and does the same thing again many, many, many times.
What we normally think of as translucency is caused by light bouncing around multiple times inside a material. The frosted glass effect, or diffuse transmission as I would call it, is caused by light being scattered onto a different direction at the surface of a material.
Subsurface scattering is the case of transmission, and occurs when light enters a material (i.e. is transmitted), bounces around a bit inside, and exits at a different location from which it entered. The interactions inside the material cause some of its energy to be absorbed, usually different amounts at different wavelengths, so when the light exits it is dimmer and tinted. Subsurface scattering only occurs for materials that have a dielectric interface and is actually how every non-metallic material gets its colour (remember that dielectric reflections are always white). i.e. every time you see a coloured object that’s not a metal, the light has entered the material, bounced around a bit becoming coloured in the process, then left the material again at a different point. Thankfully, most materials are so hard that the entry and exit points are almost identical and we can pretend that they are so.
Measured BSSRDF’s: the Jensen/Donner multilayered BSSRDF does a reasonable job of highly scattering materials (e.g. organic materials like skin). You can’t simulate it with a BRDF because a BRDF by definition assumes that light enters and exits the material at the same point (a reasonable assumption for many surfaces). Path tracers like Maxwell et al don’t use a BSSRDF but simulate the random walk process directly to calculate subsurface scattering.
The difference between the Diffuse and SSS/Translucency shader properties is the (subsurface) spread of the light, or how far from where the light enters the material will it exit the surface again. Light hitting a solid stone wall will exit the subsurface so close to where it entered that as far as your shader is concerned the spread is zero. Light hitting skin will usually exit a very visible distance away from where it entered, so this can’t be ignored as skin will look ‘dead’ then, hence the need for Sub-Surface Scattering (!) shaders.
There is also dispersion, which is a split refracted light. Dispersion is caused by the the tendency of materials to refract different wavelengths of light to a different degree, causing rainbow-like colour effects (such as rainbows, for instance ). It is actually quite a common effect, you can see dispersed caustics through water and diamonds. For instance, and Newton famously used a common glass prism to split light.
Dispersion produces dispersed caustics(not sure about this last term).It looks like a colored refraction http://farm1.static.flickr.com/45/1...ed79d4b.jpg?v=0
and colored caustics http://www.moissaniteco.com/include…-dispersion.jpg
Dispersion is caused by the the tendency of materials to refract different wavelengths of light to a different degree, causing rainbow-like colour effects (such as rainbows, for instance).
- Absorption. The light energy is converted to heat energy and is ‘lost’. Of course it isn’t really lost, but in rendering we’re only concerned with light and not heat. In practice this means that no material should ever be 100% reflective if you want things to look real.
If surface is white, it reflects all wavelengths, if it’s colored, it reflects only color wavelengths of the color you can see. To you this means that some colored surfaces may not interact as readily to colored lighting as you would expect.
On a smooth surface at microlevel when a photon gets reflected off the surface it is gone. But on a rough surface the photon may, after surface reflection, have to go through the whole lottery again when it hits the surface another time and might then be absorbed after all.
When the light is absorbed by a surface, it appears darker. Black material means that its microstructure is pored and light goes through it and transforms into heat (dark clothing always gets hotter than white). That’s why the darkest material invented is carbon fibers structure. So 100% black means 0% reflection off the surface, and this never happens in real life: the structure cannot be so pored that no light reflects from it at all. All materials reflect to some extent.
Color is a result of selective absorption, and selective reflection.
Surfaces appear colored because they absorb some wavelengths(the color you don’t see) and some reflect(the color you see). So 0% diffuse (black) won’t reflect any light at all whatever intensity light is, because you tell it absorbs light completely. That’s why you should never set it to 0% diffuce (black diffuse) if you are doing a very dark material(unless you want a black hole there). There’s also an artistic reason for not using completely black diffuse for dielectrics: it makes the form to disappear and look like a hole in the picture.
So we can say the following then: the light, if not reflected, goes through the surface, and if not transformed into heat, resulting in darker material(meaning no visible light information), goes through and out, which means transmission, or it might also come out on the same side as it entered. Color is always a case of absorption either in transparent or opaque material, meaning selective wavelengths absorption. Black - all wavelengths are absorbed, white - all reflected.
Conductors (metals)
Metals don’t have a diffuse component as they don’t subsurface scatter light (or so little it can be ignored). They produce only specular reflection. And metals tint direct reflection, whereas dielectrics do not, as there’s much more absorbance of certain wavelengths with the surface reflection. That’s why you can have coloured specular reflections with metals that you can’t have with dielectrics.
Metals bounce off much more light as their microstructure is very rigid, not allowing light photons to penetrate too much, that’s why metals are so reflective (and hard).
Metals don’t have a higher index of refraction than non-metals. Gold for instance has a real ior of ~0.47. The difference is that they have a large complex part to their index of refraction, which dramatically changes the shape of the fresnel curves. It just so happens that putting a very high value (20-1000) into the real part of the fresnel equations while leaving the complex part at zero gives you a similar curve to proper complex fresnel. This is, I guess, why the Maxwell docs suggest using these values for metals (even giving some bullshit about it being because metals are ‘denser’), which as far as I can see is completely bogus.
With metals light either gets absorbed or gets reflected off the surface. The amount of light bouncing around under the surface and coming back out is so little it can be ignored. Also with metals there’s much more absorbance of certain wavelengths with the surface reflection. That’s why you can have coloured specular reflections with metals that you can’t have with dielectrics.
No real subject produces a perfect specular reflection. Polished metal, glass and water nearly do so, but not 100%.
For dielectrics absorption of certain wavelengths (it looks like color) is mostly a subsurface effect. For metals it’s mostly a surface effect.
The fresnel reflection for dielectrics vs conductors
The fresnel rule also applies to metals, but make sure you use the full equation, not the simplified one used to speed up calculations for dielectrics. Here it gives you the ratio between reflected and absorbed light. Most shaders don’t use the complex fresnel function.
For dielectrics usually a simpler version is used which only uses the value n (your shader ‘IOR’ value) as its user input (incidence angle it gets from the renderer). For metals the full equation must be used which has two user inputs, n and k (spread), and also uses complex numbers. The simple equation basically keeps the k value at 0 which has the benefit of having only one parameter to worry about but you also won’t have to bother with complex numbers. The thing is that a k of 0 only works for dielectrics and can’t be used for metals which have varying k values.
Add to that the fact that not only different materials but also different wavelengths (!) of incoming light result in different n and k values, and you can see that it can get very complicated. This doesn’t matter much in dielectrics so luckily we can still simulate those pretty accurately with only one value.
However it can be very noticable in metals and it’s things like this that give metals like copper different reflection colours at different angles (slightly more green at grazing angles).
So ideally for metals you’d need a table with n,k values for the whole visible spectrum range. Which finally explains why the single n or IOR value found next to metals in a lot of shader IOR lists is useless as you’d need at least the k value as well and preferably those two for each wavelength in the visible spectrum.
But as long as most people can’t write a metal shader, setting the IOR value 20> will give a similar to complex metal fresnel reflection curve. The best thing would be if we have such equations automatically in our renderers, and probably they will appear with time.
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Dielectrics
Whether light is transmitted or reflected at the surface depends the angle at which it hits the surface and the index of refraction of the material.
Fresnel reflection falloff is a rate between surface (specular) and subsurface (diffuse) reflection
All dielectrics have fresnel reflection so you should always apply a fresnel falloff for their reflection.
First you increase the reflection of the surface away from the camera, and when reached the limit, you start increasing looking at the camera reflection.
The fresnel refraction coefficient controls proportions between the camera facing reflection and away from it. The higher the value of IOR, the less difference is.
The fresnel reflection differs from a straight falloff by its curve: it’s more gradual at the beginning and very steep at the end.
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The ratio (!) between the subsurface (diffuse) and surface (specular reflection) parts is determined by the fresnel rule. In the case of a smooth blue plastic in a white environment making the object look more white at low angles and more blue at high angles. As it’s a ratio between the two you can see how it can’t be larger than one.
Something like a town with white rooftops and blue streets. Viewed from a road some distance away you’ll seen only the white rooftops while flying over the town you’ll seen a lot more of the blue streets, but the amout of rooftops and streets stays the same.
The fresnel rule also applies to metals, but make sure you use the full equation, not the simplified one used to speed up calculations for dielectrics. Here it gives you the ratio between reflected and absorbed light. Most shaders don’t use the complex fresnel function.
The index of refraction controls how distorted reflection or refraction will look and for metals brightens the reflection a bit.
Specular reflections of dielectrics are never tinted.
With dielectrics part of the light coming in gets absorbed, it’s gone as far as CG is concerned.
The second part gets scattered in the subsurface of the material and actually makes it back out. Certain wavelengths get absorbed giving the colour to the material, like blue plastic. It’s close enough to being perfect diffuse to get away with treating it as a lambert function.
The third part is the part that gets bounced off the surface of the material while almost the complete spectrum is being bounced back.
The fresnel equations have nothing to do with microgeometry, it’s essentially a statistical averaging of quantum effects i.e. interactions that depend on the atomic structure of the material. It’s not useful to think about “shape” of the surface at this level, as how light interacts at this scale is governed purely by the electromagnetic properties of the material.
This is why we have the split between conductors and dielectrics, because at a quantum level they behave very differently. So the electromagnetic properties of a material decide (basically speaking) whether a single photon is reflected, transmitted or absorbed, and at what wavelengths. This is what we model with the fresnel equations. The surface microstructure on the other hand decides the scattered directions of many photons. This is what we model with the BRDF.
Adjusting the fresnel falloff:
First you start increasing away from the camera reflection (90 degrees reflection), and only when reaching maximum, you start inceasing the facing the camera reflection (0 degrees reflection).
Cameras:
exposure
motion blur
depth of field
white balance
Those are essential. But there are many others, which are caused by effect filters, and so on and so forth.
Exposure is for how long a film exposes itself to light. Longer – brighter, shorter – darker images. The controls are:f-number (also controls depth of field), shutter speed and film speed (ISO). This is a crucial element of controlling the contrast and brightness in your renders.
Motion blur is caused by the shutter opened long enough so the moving object leaves a trace on the film. If you render an animation, it must be used always to avoid lugging. Animation without motion blur is a sign of unprofessional work. Usually it’s set at half a time per second.0,5). For stills it’s not as important, unless you want to show movement, or hide a lack of details.
Motion blur never has any kind of falloff, it’s always uniform. So you won’t have it more bright at the beginning and more dull at the end of the “tale”. This is important to remember if you are trying to simulate motion blur.
Depth of field occurs because a lens focuses light rays coming from a single point in a cone toward the film back. The length of this cone is dependent on the distance of the subject from the camera and the arrangement of the lenses in the camera. If the film back does not lie exactly at the apex of this cone, then the intersection of the cone and the film forms a circle (the circle of confusion). This essentially means that 3d points become circles when projected onto the film and the image becomes blurred.
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Depth of field is controlled mostly by f-number but also by the size of lens and film gate, and creates an effect of falling out of focus, which is very important for a realistic rendering as long
as in many shots such as macroshooting it must be present. In real life an extreme depth of field is desirable to create the feeling of depth and is expensive to achieve.
A white balance Every light has a relative color temperature, but our eyes lie about it (and about many other things) because adapt very quickly and we see most lights as white. A white balance is a color temperature which will be taken as white, and hotter will be more blueish and cooler more reddish. http://www.mediacollege.com/lightin...temperature.gif
To illustrate the color temperature, the rule to me is that there are no rules. There are kelvins and lumens, but if you stick to them you are a robot, you should work with color. The general rule is that outdoor light are much brighter than indoor and there is a color of light sources. Some artists don’t use any color for sources. This is because when they look at a light they see it white because their eyes adapt quiclky. But if you take a shot you will see that there is not such a thing as white light (unless it is at the whitebalance point).
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Remember: color creates mood, and in films they use colored gels etc. so study film shots for color temperature and mood.
Though using white balance is beneficial in cg, as you can easily manipulate overall mood and color feel.
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And also there is a monitor physics: your software must have a proper calibration http://forums.cgsociety.org/showthread.php?f=2&t=188341 , a color temperature(6500k) and gamma-correction applied http://forums.cgsociety.org/showthread.php?t=610790 always.
All of these effects should be under your control(where, how and when) if you want a physically resalistic rendering. The next step is how you achieve them in your renderer, either with a more advanced algorithm (raytracing) or more fake-based(reyes).