so I am using 3d coat for a material study and i need to use measured IOR levels but I don't know how to input those values, for example I have a gold coin and the measured value for gold is 0.470 . Do I input 47% into the metelness value? that dos not seem right what do i do?
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For metals, you use either Metalness 100%, or you use a high IOR value (whichever your material supports. metalness is generally better). High values for reflection IOR increase the amount of reflection on surfaces that face the camera.
Google that and do the conversions.
Oh, and it's either metal or it isn't. Gray values are a fudge for when you don't have enough resolution and need to average over an area - not a way to correctly represent car paint etc.
There are exotics that don't fit the basic system but with those you need to use a different Shader than the standard lambert/ggx
Same principle as roughness
Edit: I am also a bit confused with metalness, only recently started playing more with it, but generally not a big fan - Am I understanding this right in that there is no way of controlling reflection intensity in metalness? Does it have to be linked to diffuse brightness? There seems to be no equivalent to IOR / Spec intensity or how do I set up my shader? Its all one brightness and then just roughness variance?
The offline renderers I usually use, use specular maps in combination with IOR even (as ofc IOR is per material and not fit for UVd meshes)
The maths work out fine ( in spec/gloss you should have a black albedo for metals) but you tend to have more issues with texture resolution and compression than the spec/gloss approach - usually leading to haloing where metal/dielectric bits meet up.
Some (crappy) implementations of metal/rough don't allow for variance in dielectric reflectance which makes it difficult to get decent representations of surfaces like stone and wood and makes it impossible to occlude specular highlights.