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[Lucasfilm] Multiple Scattering Compensation In Generated GLSL #403

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jstone-lucasfilm opened this issue Apr 9, 2020 · 1 comment
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@jstone-lucasfilm
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This task represents additional work to compensate for multiple scattering in MaterialX-generated GLSL, building upon recent improvements to energy conservation (#402), and using the following references as a guide:

https://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_slides_v2.pdf
https://blog.selfshadow.com/publications/turquin/ms_comp_final.pdf
https://blog.selfshadow.com/2018/05/13/multi-faceted-part-1/

@jstone-lucasfilm
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This has been addressed in pull request #407

lvxejay pushed a commit to ForgeXYZ/MaterialX that referenced this issue Jul 9, 2020
…#403)

* Fix compositing tests to give results that can be compared. Mostly avoid > 1 and non opaque final outputs.
Also avoid divide by 0 for some functions like burn, dodge, disjoint-over which requires implementation safe-guards.

* Fix compositing tests to give results that can be compared. Mostly avoid > 1 and non opaque final outputs.
Also avoid divide by 0 for some functions like burn, dodge, disjoint-over which requires implementation safe-guards.

* Burn and dodge for genosl.

* Redo disjointover for OSL.

* GLSL impls for burn, dodge, disjointover.

* Add divide by zero tests for burn, dodge, disjointover.

* Fix tabs.
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