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The Physical Material's Advanced Reflectance Parameters rollout allows you to select whether to drive the angle-dependent reflectance based on the material's IOR or a custom curve. Materials in Blender can be set to be transparent, so that light can pass through any objects using the material.
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The manual curve exists in Advanced mode for greater control and compatibility with legacy materials like Arch & Design it should be used sparingly to remain true to physics. In the Physical Material these can be simulated by adding a degree of Metalness instead. When stronger reflections occur, they are either from a material with a different IOR (Index of Refraction) or caused by a mixing in of metals. In the real world, reflections are guided by the Fresnel reflectivity of the given dielectrics IOR.
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Diffuse Roughness is from the Oren/Nayar diffuse model.These parameters are hidden to encourage roughness variations rather than reflective intensity variations. It's just a matter of how much it scatters those reflections around. Traditionally, people have used intensity maps for reflections but in physics, everything (generally) reflects. Since changing the roughness of a material varies the perceived intensity, this is where variations should generally go. In the real world, the surface of a dielectric material does not really vary in reflectivity very much, but it does vary a lot in how it scatters light.