|Message: Re: Boundary interaction model||Not Logged In (login)|
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Dear Nicolas and Erik,
Sorry, the code has become very 'Spaghetti'. I'll try to visually examine the code without actually debugging it and running the various options. Athreya's diagram helps a lot also but I could still get it wrong.
I think the logic is pretty clear for a dielectic_metal surface and a specific reflectivity or complex index of refraction may be used. Whether the reflectivity calculated from the complex index is correct is another matter of present discussion.
For a dielectric_dielectric surface, there are essentially three choices (apart from polished/ground): simple dielectric-dielectric, backpainted and frontpainted.
For a simple dielectric-dielectric and frontpainted:
If the user provides a REFLECTIVITY (or REALRINDEX and IMAGINARYRINDEX), the provided or calculated reflectivity is used as 1-Absorption and, in case, photons are absorbed at that surface before Snell's Law is even considered. This is to allow the user to define a 'dirty surface'. For a simple dielectric-dielectric the remaining photons will then be reflected or refracted according to Snell's law. Moreover, the user may also define a TRANSMITTANCE. In such case, the provided transmittance will overwrite the probability for refraction from Snell's law.
For a backpainted surface:
In this case the provided Reflectivity is that of the 'back paint' and there is no dirty surface possible between the dielectric and the 'air gap'. The photon may bounce around a few times in the 'air gap' and the reflectivity of the back paint is used at every bounce off the back paint. Any provided transmittance will overwrite Snell's law.
In the dielectric-metal case, the reflectivity coming from REFLECTIVITY is used only once as if like a dirty mirror - even for a very rough surface. The other alternative is the reflectivity coming from REALRINDEX and IMAGINARYRINDEX. In that case, the reflectivity is calculated and applied. But for a ground surface, it is applied every time a photon may bounce off a micro-facets before it is finally reflected.
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