Hi,
I have some questions about "Dielectric 1 IOR/map" channel.
1) I have a single mesh that contains wood plastic and gold. I have a single Albedo map for it and I need to separate their IOR values with a single texture. How can I give wood, plastic and gold IOR values with single greyscale map?
2) According to the definition below we can use grayscale texture for this channel so, that map will have 0 to 1 range values. But Index value can be bigger than 1. How can we give bigger than 1 IOR values with a single greyscale map?
Dielectric 1 IOR/map
This parameter allows you to control the IOR value with an RGB / Greyscale or Procedural texture. When you define any texture to the Texture slot, the "Dielectric IOR" parameter is disabled and only controlled by the texture parameter. For example, if you define Octane Noise in the texture field here and play with its settings, you can get different results.
http://www.aoktar.com/octane/OCTANE%20HELP%20MANUAL.html?UniversalMaterial.html
I need help for "Dielectric 1 IOR/map" usage.
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
I have prepared a node to connect to channel 1 / ior. Just insert the specular channel of a PBR texture as a texture!
- Attachments
-
- Specular 1 su IOR.orbx
- (3.17 KiB) Downloaded 147 times
Thank you and you should've seen my face when I realized that name's mean 1/IOR. Thank you for that toojohn_otoy wrote:The pin name in standalone is actually "Dielectric 1/IOR map" (one divided by IOR)
So for an IOR of 1.52, your greyscale value would be:
1/1.52 = 0.65789473684210526315789473684211

