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Refractive Index |
Refractive
Index
by Increasing RI Value |
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Material
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RI
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Material
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RI
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| Air (STP) | 1.00029 | Vacuum | 1.00000 | |
| Amethyst (Quartz) | 1.54 (+1.55) | Air (STP) |
1.00029 | |
| Beryl (Emerald) | 1.57 (+1.60) | Water | 1.333 | |
| Citrine | 1.55 | Glass | 1.517 | |
| Corundum (Ruby, Sapphire) | 1.76 (+1.77) | Quartz | 1.54 (+1.55) | |
| Emerald (Beryl) | 1.57 (+1.60) | Amethyst (Quartz) | 1.54 (+1.55) | |
| Diamond | 2.417 | Rock Crystal (Quartz) | 1.54 (+1.55) | |
| Garnet (Pyropes) | 1.73-1.75 | Citrine | 1.55 | |
| Garnet (Almandine) | 1.76-1.83 | Beryl (Emerald) | 1.57 (+1.60) | |
| Garnet (Rhodolite) | 1.76 | Emerald (Beryl) | 1.57 (+1.60) | |
| Glass | 1.517 | Topaz | 1.61 (+1.62) | |
| Peridot (Olivine) | 1.65 (+1.69) | Tourmaline | 1.62 (+1.64) | |
| Quartz | 1.54 (+1.55) | Peridot (Olivine) | 1.65 (+1.69) | |
| Rock Crystal (Quartz) | 1.54 (+1.55) | Garnet (Pyropes) | 1.73-1.75 | |
| Ruby (Corundum) | 1.76 (+1.77) | Garnet (Rhodolite) | 1.76 | |
| Sapphire (Corundum) | 1.76 (+1.77) | Garnet (Almandine) | 1.76-1.83 | |
| Topaz | 1.61 (+1.62) | Ruby (Corundum) | 1.76 (+1.77) | |
| Tourmaline | 1.62 (+1.64) | Sapphire (Corundum) | 1.76 (+1.77) | |
| Vacuum | 1.00000 | Corundum (Ruby, Sapphire) | 1.76 (+1.77) | |
| Water | 1.333 | 'High' Zircon | 1.96 (+2.01) | |
| High' Zircon | 1.96 (+2.01) | Diamond | 2.417 | |
| (Note: Refractive Index listings which have two numbers [ex. 1.54 (+1.55)] denote materials with double refraction properties. For ease of rendering the material in a 3D program, simply use the first number to set the refraction property.) | ||||
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For more detailed articles on these topics, Bob Keller has several clear, but detailed, explanations available at his site. While these are geared toward actual lapidary situations, they do contain information which can be applied to 3D rendering. Two of the more relevant ones are: |
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So, what
does it mean to have a particular refractive index applied to a model
in a 3D program?
Below are examples of RI values applied to a single model, with no other changes made to the render. (For sake of comparison, normally colored stones are rendered without color to emphasize the effect of refraction.) |
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As you can see, between very close settings there isn't much difference immediately visible. However, if a gemstone's angles are selected to fit the RI of, say, quartz, then the angles for a diamond might not show all the sparkle and flash desired. How does
a 3D modeller deal with this? Be aware of one major problem with most 3D programs I have seen or heard of so far. They do NOT, repeat, do NOT calculate -all- true optical qualities. (Some of the *very, very* high-end programs might, but most widely available 3D programs can't.) While the gem model itself will *internally* show effects of refraction, the light that 'passes through' the model and come out to the other side unaffected by it's trip inside the gem. Things like rainbow flashes around the gem simply have to be faked in one fashion or another--and that's a whole 'nuther' website in itself! |
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