I'm trying to make a realistic gold shader. I would like to know what is the right way to match the information found on refractiveindex.info (for gold: http://refractiveindex.info/?shelf=3d&book=metals&page=gold) to my cycles shader. The page is in a section for "information for 3D artist" but I'm wondering what parts of the information can be integrated in a cycles material and where it should be plugged.
In this tutorial (in the section "Basic metallic shader" at the end) : http://www.chocofur.com/6-shadersamptextures.html is mentioned a technique for the reflection information. Even though this is a very-well written and complete tutorial, I'm not 100% sure about the accuracy of the information because the author claims that the red, blue and green curves match RGB curves (which I doubt because they are labeled as being for polarization) and in the author's example for gold, the curves to not actually match what is found on refractiveindex.info, as exemplified here :
I understand very few people are BOTH 3D artists and physicists, maybe explaining the difficulty of finding accurate information on the subject. As you can see, I have very little knowledge of optics myself.
Is there any other information on refractiveindex.info that I could plug in? Like wavelengths and absorption information for exact colors, for instance. Any information would be appreciated, suggestions of documentation on the subject as well.