Hi,
You have to multiply f by cos(wo.n) and divide by 2pi to get a correct result (look at BxDF::rho to see another way to get the result using the BxDF sampling to reduce variance).
Jeanphi
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paco wrote:Also a personal preference of mine: I find it much easier to set the diffuse texture =reflection texture and then just modify a transmission factor 0-1, rather than having to adjust both the transmission and reflection values to keep it physically correct (ie, R+T<=1). For instance in the hemispheres above I had originally set the diffuse to about 0.56 and then just modifed the transmission (0.0, 0.5, 1.0). With the current version I had to modify the diffuse term for each one (0.56, 0.28, 0.0) as well as altering the transmission(0.0, 0.28, 0.56).



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