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SOLVED: IOR map

hugojackson18
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hugojackson18 polycounter lvl 3
Guys, I outputed an IOR map from DDO, and obviously it's giving me a map from 0 to 1, with values around 0.1 and 0.4. Does anyone know how to interpret this map? Arnold shaders reads an IOR like 1.0, 1.33, 1.4, 2.2, like proper refraction index. How can I map this map to my shader? Is it like a Fresnel value? Percentage of reflection at glazing angle?

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  • Eric Ramberg
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    IOR is an underdeveloped part of the tool right now, the map is there for the user to set custom values for now if needed. More support coming soon!
  • hugojackson18
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    hugojackson18 polycounter lvl 3
    Cool, I'll be waiting for it! I think it would be nice if it exported a map with values above 1. Like a 32bit exr or tiff. Or maybe a map with values from 0 to 1, with an IOR of 1=0.1, that we could then multiply in Nuke or something to get proper IOR values back from it. I don't know, just an idea like this!
  • hugojackson18
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    hugojackson18 polycounter lvl 3
    And what about the Anisotropy map? It's giving me BLACK = No Anisotropy, when it should be 0.5 I think. It would be nice in the wiki to have a section where all the outputed maps are explained and how to use them. Would be really useful!
  • Eric Ramberg
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    Some of the more uncommon output map values have been left for the artist to specify explicitly since their implementation varies so much between rendering engines -- however, as soon as you enter an anisotropic value and save out a smart material or a project preset, that value will always be remembered when loading these new presets
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