Author Topic: How to accurately setup a Sapphire Crystal (wrist watch crystal) material  (Read 89 times)

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Offline zachraven

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Hi everyone,

I'm trying to setup a material to accurately render the sapphire crystal used in watch crystals. I've gotten close with trial and error, but i'm looking for some help to get as close to real life as possible. My model is a piece of sapphire with an opaque coating on the inside surface, like paint.

I've attached a screenshot of the material i've created. I've used the dielectric material and using real world values i've looked up (refractive index and Abbe number) i'm close.
I've also attached another screenshot showing how i've modeled the part. Blue representing the sapphire crystal, red representing a separate part with the paint material.

Some Questions:

1. Which material type should i use? Glass, Gem, Dielectric, etc.
2. If i should be using Dielectric like in my example, how do the settings look? I'm confused about transparency distance, and if i should be using the refractive value for both inside and outside.
3. My model is a piece of sapphire with an opaque coating on the inside surface, like paint. How should that be modeled? I approached this by splitting the interior surface of the crystal to apply the paint material, shown in one of the images.

I'm trying to get as close to real life so i can judge the refraction and reflection of the part before i have one made, as they are very expensive, so i'm turning to you! Let me know if you need any other info that i didn't attach.