material
Diamond Dispersion
Get this materialPhysically-modeled diamond dispersion, built from the real two-term Sellmeier dispersion formula for natural diamond (Peter, 1923; lam in um): n^2-1 = 4.3356lam^2/(lam^2-0.1060^2) + 0.3306lam^2/(lam^2-0.1750^2), not tuned by eye. Verified against diamond's textbook reference indices (nD=2.4173 @589.3nm) to within 0.0005. Per-channel refractive indices used here: R 2.41250 @630nm, G 2.42602 @532nm, B 2.44098 @465nm - about 1.6x N-BK7 crown glass's index and 1.3x N-SF11 dense flint's, which is why diamond shows the strong fire and total-internal-reflection sparkle real gemstones do. Channel tint colors come from the CIE 1931 color-matching function's actual response at each sampled wavelength, not an arbitrary rainbow gradient. Uses the standard three-IOR additive-Glass-BSDF technique for Cycles/Eevee, since neither renders true spectral dispersion by default. Apply to any faceted gem-cut mesh (brilliant, princess, emerald cut, ...) - this asset ships the material only, not geometry. Same CIE 1931 code already shipped and tested in this creator's Caustify spectral path tracer and the N-BK7/N-SF11 glass materials.
A separate paid pack (all five materials — N-BK7, N-SF11, diamond, moissanite, sapphire — plus a ready-to-render Cycles demo scene and labeled dispersion close-ups for each) is on Gumroad: https://laterrr.gumroad.com/l/mnziiy. This BlenderKit version stays free and unchanged.