![]() ![]() Wi = SampleDiffuseCosineWeighted(&N, &ray) Ray change color because light to through the material Check - new direction cannot point towards surface the probability of this IF/ELSE statement Not using F because it is already taken into a count by Position of intersection is world spaceįloat3 hitpoint = ray.origin + ray.direction * ray.distance įloat3 H = SampleMicrofacetNormal(roughness, &N, &ray) įloat G = G_CookTorrance(roughness, &N, &H, &wo, &wi) įloat weight = fabs(dot(wo, H)) / fabs(dot(N, wo) * dot(N, H)) Or I don't simply have to use Fresnel when I am dealing with non-transparent materials. But I cannot find any evidence for it anywhere. The rest is used for diffuse/glossy reflection. My second idea what that it means how much light is directly reflected as a perfect reflection without being scattered my microfacet to other directions. This would darken an image and I would have to increase its emitted light by a great amount. So just after 3 bounces, the ray would transmit less than 0,0008% of the light. 98% of the energy would be absorbed by the surface. This means that the reflectance when looking directly from above on the surface will be just 2% which is unrealistically low. ![]() This means that when looking, for example, at a sphere its edges will reflect almost all of the light and its center will reflect just 2% of light.īut he doesn't make sense for me when I try to use it in the microfacet model for BRDF. When I try to find corner cases for the formula I get the value of 1 when the angle between normal and viewing direction is 90° and 0,02 for 0° (I am using IOR 1 and 1.33). I am using Schlick approximation to calculate the value of the Fresnel effect I found here ![]()
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