How to match material properties to physical reality? I'm trying to make a realistic gold shader. I would like to know what is the right way to match the information found on refractiveindex.info (for gold:  http://refractiveindex.info/?shelf=3d&amp;book=metals&amp;page=gold) to my cycles shader. The page is in a section for "information for 3D artist" but I'm wondering what parts of the information can be integrated in a cycles material and where it should be plugged.

In this tutorial (in the section "Basic metallic shader" at the end) : http://www.chocofur.com/6-shadersamptextures.html is mentioned a technique for the reflection information. Even though this is a very-well written and complete tutorial, I'm not 100% sure about the accuracy of the information because the author claims that the red, blue and green curves match RGB curves (which I doubt because they are labeled as being for polarization) and in the author's example for gold, the curves to not actually match what is found on refractiveindex.info, as exemplified here :



I understand very few people are BOTH 3D artists and physicists, maybe explaining the difficulty of finding accurate information on the subject. As you can see, I have very little knowledge of optics myself. 

Is there any other information on refractiveindex.info that I could plug in? Like wavelengths and absorption information for exact colors, for instance. Any information would be appreciated, suggestions of documentation on the subject as well.
Here's a wonderful tutorial by Blender Guru for making a completely accurate metallic shader. I would follow his tutorial, and use this list of colors to set up your gold. Metal in real life has different colors on the edges facing away from you than the ones facing you, so this tutorial and data-table should describe how to set it all up. This approach may also be simpler than trying to interpret the graphs and curves you are currently having problems with. It's kind of a workaround, but I hope it helps! Cheers, 
Graves Broderick