guibou wrote:There is something I don't understand :
http://src.luxrender.net/lux/file/1e957 ... el.cpp#l36
BSDF_ALL | BSDF_DIFFUSE is the same as BSDF_ALL, so what is the need for BSDF_DIFFUSE ?
Does BSDF_REFLECTION | BSDF_TRANSMISSON | BSDF_DIFFUSE is more correct ?
Did i miss something ?:
BSDF_ALL = BSDF_REFLECTION | BSDF_TRANSMISSON
(just check the source)
BSDF_ALL | BSDF_DIFFUSE means all transmitted and reflected rays of type diffuse.
BSDF_ALL alone means nothing. You have to combine with on or more of the followings: BSDF_DIFFUSE, BSDF_GLOSSY, BSDF_SPECULAR.
guibou wrote:This come from that changset dcaca6612b.
It appears (because of this explicit changset) that we want to ignore glossy component when a photon falls on a hitpoint radius, but I'm wondering when this component is taken into account ?
BSDF_GLOSSY is handled by the eye pass.
guibou wrote:so :
a) Am I right thinking that BSDF_ALL and BSDF_ALL | BSDF_DIFFUSE is the same ?
guibou wrote:b) Is the correct behavior BSDF_ALL or BSDF_REFLECTION | BSDF_TRANSMISSON | BSDF_DIFFUSE ?
The correct behaviour is BSDF_ALL | BSDF_DIFFUSE.
P.S. wait to patch LuxBlend25 (or apply the patch only on a branch) because we need to release 0.8 first.