Object
I want to make a node group so I can enter a F0 value instead of the IOR value for fresnel.
Purpose
The purpose is to make a fresnel node group for metallic shaders, since default fresnel isn't suitable for metallics.
Already tried
I've already tried curves with facing node, but I'm searching an alternative without curves since they aren't easyly/quickly modifiable (in my opinion).
Starting point
I've started with a fresnel node with an IOR of 1.6, it gives me a nice curve to work on.
Then I put a power math node to have a max value of 1 and adjust the curve's F0, it works like I want, but it isn't intuitive to enter a power value of 0.01 for a F0 of 97%.
Test scene
Color management set to none (pure datas)
Orthographic camera
An arched mesh to apply the shader, I know that the progression of the angle related to the camera isn't linear, so the end of my curve will tend to be x compressed.
Emission shader to see the curve in the waveform tool of the compositor
fresnel_f0_test_scene.blend
Question
With this base, let say I want a F0 = 45% (0.45 is good too), what node group must I set to have the 45% (or 0.45) value driving the power of the fresnel 1.6 IOR value?
Precision
Since it's for metallics I don't need to go under the 1.6 IOR base.
And I used the terme driving but if possible I want to avoid drivers.
Edit: To expose a bit more about the fresnel issue with metallics.
This is a fresnel curve from default fresnel IOR=1.6 (F0=6%). Good behavior for dielectrics.
This one is a default fresnel IOR=18 (F0=80%). Here you see the drop down of the curve, certainly why people use edge tint.
This one is a default fresnel IOR=1.6 with a power of 0.072 (F0=80%). This time the curve is correct (don't know if it's 100% but nice enough). No darkening of the grazing angles
It's why I need a convertion from F0 to the value that powered the fresnel curve IOR of 1.6 (or better, an IOR value of x)