A nice material ball with a better view for Fresnel, Caustic, Roughness and Absorption.
Inspired in some material balls used in MODO.
I have seen a little mistake. You should recalculate normals. There are errors in the sphere and in the refraction/absortion shape. Also I would tweak some materials which I prefer. For example, Diffuse materials (ball, floor) with roughness 0.1, so they will use Oren-Nayard algorithm. Also the color of the ball is RGB(1,1,1) which produce a very bright color. I would change it to RGB(0.8,0.8,0.8). Besides the holdout shader in the world settings produces a black reflection over metal materials. I think it can be solved through a diffuse box around the scene.
I really like the color strips beside the ball and the scene loads and renders fast.
I have posted some tests in http://elbrujodelatribu.blogspot.com.es/2014/01/testing-cgtraces-material-ball.html
Thank you, elbrujodelatribu. The changes you recommend where made.
Nitpicking, isn't is "absorPtion"?
Good test, but "Ambient occlusion" used in .blend, do you know it make bias, maybe better to turn it off so result will be more correct and predictive.
Storm_st. Thank you very much. Its now fixed and without "Ambient occlusion".
Scale of the object is 0.108, so the 10 cm marks are actually 1.08 m marks for most materials. But other than that, it is perfect!
I really like that you added objects for Fresnel and such! I'm gonna use this soon:)
This material is amazing! Would you be willing to include that as well?
I really like this scene. I will try some of my materials with it.