Can you explain why I'm seeing some metal materials setup with a corona color set to pure white being plugged into the Fresnel IOR slot?
This is bit unnecessary hack for those who want absolute (even if it's impossible to see the difference 99.99perc. of times) disabling of Fresnel.
By default, you disable Fresnel by using 999, but even that is not 'total' disabling but....you almost cannot tell the difference. Even Fresnel 40 is almost fully flat line.
You disable Fresnel if you want to fully recreate it manually by using curve in Reflection Slot.
Physically making material like chrome could look following:
Disabled Fresnel (999). Fallof curve in reflection slot, IOR 1.6 or something low, the "black" slot would be the frontal reflection. Chrome has reflection albedo of roughly 60perc. or something like that. So you would put in color that is 0.6 in linear value. But since Chrome like every metal gets almost fully reflective at grazing (edge) angle, you would put pure white color into the "white" slot of fallof map. This will be very reality-mimicking shader setup. This takes like 2-3 minutes at least to setup, bit faster in Slate editor, and lot more if you use textures instead of clean colors (metals are not pure).
And this is what "hack" solution would look, it will be 95perc. identically looking, but not absolutely real:
You don't disable Fresnel, instead you just lower it to simulate the curve, using any low number like 4 to 12 for example. Instead of few minutes, this just took 5 seconds to do.
For some metal materials, the difference between "real" and "hack" shader setups will be none, nothing perceptible by eye, esp. highly reflective materials like Aluminium, Silver, etc..
But for others, like blackened steel, brass, bronze, gold, etc... the differences will start to become more obvious.
It depends how important the shader is. If it's chrome chair legs, use hack. If it's visualization of golden bracelet in studio setup, use as real as possible setup because it needs to look like photography. Horses for courses :- ).
{Disclaimer: There is *third* way of using Fresnel, you can do it for example in Vray or Fstorm, where you can use negative values (less than 1) to simulate the extinction coefficient ('K'). I don't think you can do this in Corona, which only uses the simplified Fresnel (only using 'n' - refractive index number). RefractiveIndex is serious business :- )