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The current material workflow, especially the weighing of directions, is shotty and probably mostly inaccurate. (Fog is so bad I don't even want to start talking about it)
There are material models that combine specular and diffuse BRDF. This probably better than the current approach. The current BRDF has quite a significant energy loss.
The text was updated successfully, but these errors were encountered:
The BRDF was massively improved in 416f981. However, there is now also a new bug with metallic materials with almost 1 albedo. The refraction BRDF looks mostly fine but it is probably worth taking a closer look once more.
These two things are the remaining things for this issue. The fog will be handled in another issue.
The bug with metallic materials is somewhat fixed in a917341. The issue is that the multiscattering compensation assumes valid reflection which is not always the case with light sampling. A more rigid solution may be good here but that is something for the future.
I reworked the refraction BRDF a bit in 388f5fa. It is now conserving more energy and takes albedo into account. It is still not a good implementation but since refraction is only used by the toy and the ocean, it is less important and thus I will close this issue for now.
The current material workflow, especially the weighing of directions, is shotty and probably mostly inaccurate. (Fog is so bad I don't even want to start talking about it)
There are material models that combine specular and diffuse BRDF. This probably better than the current approach. The current BRDF has quite a significant energy loss.
The text was updated successfully, but these errors were encountered: