there is a limited number of charts that can easily be found, but I find them to be insufficient in many case. I would be interested to know if you could share some of your source for reference values when creating PBR materials?
Personally I think using physically correct IOR values in real-time engines is pointless atm. . (Unless you have custom made shader, in that case I would use google to find IOR ) The refraction implementation isn't at the level of realism, where 'eyeballing' would lead to significantly less realistic results.
I wouldn't even know what to use IOR value for in my metalness workflow. I was under the impression that for dialectrics this value is locked and that for metals it is derived from the albedo map...
IOR doesn't matter for games PBR unless the material is transparent/translucent. It's a bad idea to make up values from thin air, you want to at least reference similar materials. Unreal Engine, Marmoset, Unity, and a few blogs have released lists and references.
Yeah I got all the charts from Unity, Unreal, Allego, and Dontnod. They've very limited though, leaving you to guesstimate your way around and eyeballing things. PBR is supposed to remove the guesswork from the equation - at least you read this a lot when you're learning about PBR. I guess that if good reference libraries exist they're not being shared at the moment.
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http://www.pixelandpoly.com/ior.html