Conductors (metals) and dielectrics (glasses, liquids, ...) are materials that both reflect and transmit light. They are defined by their index of refraction (how the light is deflected or reflected when entering the material) and their index of extinction (how much of the light is absorbed by the material). Both indexes can be measured and they can be simulated in Predict Engine.
Conductors and dielectrics are both designed with an index of refraction and an index of extinction/absorption. The choice of the type (Dielectric or Conductor) is an optimization setting for Predict Matter :
if a material is dielectric, the light can be transmitted inside the material : the path tracer will try and find a path through the material,
if a material is conductor, the light cannot be transmitted inside the material : the path tracer will only compute paths reflected by the material.
Examples of measured conductors
Examples of non-absorbing dielectrics
The absorption of a volume can be defined using three different physical values : the index of extinction (k), the index of absorption (kappa) or the absorption coefficient (alpha). These quantites are linked together by the next formulas :
k = n * kappa, and alpha = k * (4 * PI) / lambda
where n is the index of refraction of the volume and lambda the wavelength in the vacuum.
The formula that defines how much of the light has been absorbed after travelling a distance z in the volume is known as the Beer-Lambert law:
I(z) = I0 * exp(- z * alpha),
where I(z) is the intensity after a distance z, I0 is the intensity of the light entering the volume, and alpha is the absorption coefficient.
Example : to model a material that absorbs 5% of the light every 1cm,
alpha = - 1 / z * ln(I(z) / I0),
where z = 1e-2m, and I(z)/I0 = 95% = 0.95 : alpha = 5.1.
Dielectric materials defined with a constant index of refraction of 1.5, and an absorption contrast of respectively 1%, 5% and 20% after 1cm
Specular materials can also be modelled as :
Perfect mirrors : conductors that are defined by their reflectivity only, they reflect 100% of the light they receive. Be aware that this is a model and cannot exist in real life,
Colored glasses : dielectrics that are defined by their index of refraction and their color.
See the Spectrums section for more details on spectrums.
Examples of perfect mirrors
Examples of colored glasses
The normals of the geometry are very important for "Specular" and "Interface" materials : see the Geometry section for more details on the normals.
You can define more complex specular materials using the "Interface" shader. This shader enabled you to add coatings on the material, define "Thin" materials with a given thickness, or define an external material if the internal material is not in contact with air (water in a glass for instance).