Material IOR Value reference

(Jimmy Haze) #1

Hi, i have listed some ‘RayTransp’ material ‘IOR’ values.

Material IOR Values:

‘Air’: 1.000
‘Bubble’: 1.100
‘Liquid methane’: 1.150
‘Ice(H2O)’: 1.310
‘Water’: 1.333
‘Clear Plastic’: 1.400
‘Glass’: 1.440 - 1.900
‘Light glass’: 1.450
‘Standart glass’: 1.520
‘Heavy glass’: 1.650
‘Obsidian’: 1.480 - 1.510
‘Onyx’: 1.486 - 1.658
‘Acrylic glass’: 1.491
‘Benzene’: 1.501
‘Crown glass’: 1.510
‘Jasper’: 1.540
‘Agate’: 1.544 - 1.553
‘Amethist’: 1.544 - 1.553
‘Salt’: 1.544
‘Amber’: 1.550
‘Quartz’: 1.550
‘Sugar’: 1.560
‘Emerald’: 1.576 - 1.582
‘Flint glass’: 1.613
‘Topaz’: 1.620 - 1.627
‘Jade’: 1.660 - 1.680
‘Saphire’: 1.760
‘Ruby’: 1.760 - 2.419
‘Cristal’: 1.870
‘Diamond’: 2.417 - 2.541

(Cuby) #2

this is wicked i couldnt quite get the transparency right. exactly what i was lookin for thanks.

(PG1) #3

Just will like to know how do the IOR work because I was trying the settings but I dont see any changes on my material, can anybody explain this,


(forTe) #4

I made this script about a month ago if anybody is interested. Its not the greatest script in the world, but it functions.

(PG1) #5

Well thanks forte, let see if it works now for me cause I dont get it!

(Lord of the Rings Junkie) #6

PG1, in order for it you work you must have ray transparency on and the alpha value of the material set pretty low. Hope that helps.

(Heavily Tessellated) #7

Incorrect! If you have your IOR and Fresnel set, you can have alpha at 1 and you’ll still get transparent renders… don’t believe me, try it out. :smiley:

Both the glass (IOR 1.53) and the water (1.333) are set as solid as the slider goes. 1.0. :stuck_out_tongue: it’s the nature of the beast. This is Blender internal, btw. Yafray behaves differently.


(mpan3) #8

Am i the only one who things there should be presets of IORs in blender so I don’t have to google the IOR for diamond everytime i need it?

(BeBraw) #9

It seems you are not. Take a look at this patch: .

(petrovyoung) #10

The IOR value determines the falloff of incident light. Higher values means that light falls off faster. The effect is quite subtle and changes the distribution function only a little bit. By the examination of many different materials a value of 1.3 to 1.5 have been found fitting. If you know the exact material you are trying to simulate,

(LeviS) #11

You just switch to the cycles renderer and in the materials tab click ‘Use nodes’. ‘Diffuse BSDF’ then becomes a drop-down where you can select different materials. Select glass if you want to use the IOR.

(dbchest) #12

i just stumbled upon this thread. very, very useful, mate! thanks a ton.