Comments (3)
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.
from luminary.
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.
from luminary.
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.
from luminary.
Related Issues (20)
- Light Source Debug Visualization HOT 1
- Light Source Generation Bug
- Particle Downfall System
- GNU Toolchain
- Architecture Selection
- Stack Trace HOT 1
- Sky / Cloud Improvements HOT 1
- Volumetric Fog Rework
- Normal / Displacement Maps HOT 2
- Aurora Borealis
- UI on GPU
- Frametime Graph
- Multiscattering BRDF HOT 1
- One Bounce Caustics
- Rework Fog into Sky Space
- New uniform random number generator
- Slow PNG Texture Loading HOT 6
- Triangle solid angle sampling has a high failure rate HOT 1
- UI Numeric Keypad Input HOT 1
- Per Material IoR HOT 3
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