I'm working on mya physically based-based renderer, and I've come to a sort of crossroads regarding the Fresnel factor. I'm having trouble finding the best way to represent it. I know that Schlick's fresnelFresnel approximation is based off IOR, but IORs can go up to 38.6 for a meta-material, and 4.05 for an actually natural element, Germanium (Source: https://www.quora4.com/Which-medium-has-the-highest-refractive-index05 for a natural element), which will make representing these in a 0-1 image difficult, as well as and confusing. I also noticed that no one really uses IOR maps.
I also read this paper on Unreal's PBR integration ( https://de45xmedrsdbp.cloudfront.net/Resources/files/2013SiggraphPresentationsNotes-26915738.pdfa paper on Unreal's PBR integration ), and I discovered that they initially wanted to use a F0 of 0.4, for non-metals. What would be the F0 for metals, in this case, and isn aisn't the static value, of 0.4, worth the limitations for that TINYtiny bit of memory? I believe the F0 tends to the Base Colorbase color, as it becomes more metallic, but I'd like confirmation.
And finallyFinally, there's reflectivity or specular, as is used in modern PBR equations. Is there a standard for this, in regard to getting an F0, because it? It seems arbitrary (isarbitrary; is it a float value up to that directly maps to F0?
Ultimately, I'm asking for a comparison between methods, please!
And I know this is sort of unrelated, so I'mam not going to officially ask for it, but aresure if there are any real reasons NOT to not combine specular color and base color, as Unreal has done? this, before. I can't think of a single real reason, even for more stylized stuffimplementations.
What is the best PBR real time Fresnel function?