There are quite enough resources on the web for these two concepts. Thus you can also make your metal material "Dielectric" or "Conductor". If you use HSV value, you can adjust the amount of reflection with "V" parameter. You can change the reflection amount with the float value or set the both color and reflection amount with the HSV values. Diffuse parameter will be explained in more detail in our specular map explanations.Īccording to the IOR type you choose, you can set the color and amount of reflection of the metallic material using this option. Since there is no metal variety called purple metal, you can put your imagination into action. For example, if you want to create a purple colored car, you can use this option. If your goal is to create a metal color that does not offer physical realism but looks nice to the eye, you can use this option with specular map. For example, what is called "Car Paint" is actually this. "Coloring a metal" is like painting a natural metal element. This is a situation that needs to be done from the specular option or from the IOR section. One is the color we see reflected after the metal surface absorbs a certain wavelength of the light. "Metals have their own color" and "Give color to the metal" are different things. This parameter does not work alone in case of metallic material but works with specular map. Diffuse, specular, specular map and index parameters are important in creating Metallic Material, so we will include these explanations. We will only explain these new parameters. When you select Metallic, some new parameters will appear. We will not explain the parameters that we have already explained in Diffuse/Glossy or Specular section. Now let's look at Octane's Metallic material options. As a result your render output will be much more realistic. Because the new BRDF models use much more advanced Fresnel formulas than the default Octane BRDF. We also highly recommend using the new BRDF models when using metallic materials. So if you want to make a realistic metal using metallic material, it is the right thing to set the right color from specular. The table below shows the colors we see after absorbing certain wavelengths. For example, silver metal absorbs more or less all wavelengths of light, we see bright white color. Copper has also similar effect for its electron structure but with lower absorption energy (Blue/Blue-Violet), thus we see orange color. In the case of gold, the energy difference between electrons in gold is about 400-492nm and this strong absorption cut out the blue light from the reflection, creating the yellow-orange color of gold. The color of gold and copper is related to its electron structure. In metals, only copper and gold show certain color in visible light. The configuration of these electrons differs according to the type of metal.
Certain wavelengths of the rays absorbed by the metal surfaces cause energy exchange between the electrons.
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The electrons are free to move throughout the metal, which explains its high electrical and heat conductor. When light (electromagnetic radiation) hits the surface of a metal, it gets absorbed by electrons orbiting the metal atoms, and re-emitted as the electrons fall back to a more stable configuration.
There is a very complicated and technical description of the situation, but we will make a short description. But where do these colors come from? Why is gold metal yellow-orange and silver white?
So the specular highlight color is usually colorful on copper and gold metals. In the real world, the reflection properties of metals are very high and as we have already mentioned, it is determined according to the characteristics of the light reflected back because it absorbs certain wavelengths of the light. Metallic Material is clearly distinguished from the Glossy material both in terms of specular and IOR. This material type is used to create more realistic metal.