The Blender documentation states that the metallic input in the principled BSDF when set to 1.0 uses a Fresnel equation, (or approximation), with a complex index of refraction for a metallic surface. What are the values of the complex index of refraction being used and can they be changed? Also,, what is the "Fresnel" equation being used?

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    $\begingroup$ You can always dig into Blender source code itself to find out, but you can also read this paper: disney-animation.s3.amazonaws.com/library/… as Principled BSDF is based on Disney work. $\endgroup$
    – cgslav
    Commented Mar 21, 2019 at 20:39


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