Darren S
ClioSport Club Member
I feel like I've just been schooled.... 😁
Good post mate! I even followed the vast majority of it.
Good post mate! I even followed the vast majority of it.
I feel like I've just been schooled.... 😁
Good post mate! I even followed the vast majority of it.
As always - very impressive stuff that my brain would probably comprehend 1% of!
You'd have spotted the bug straight away, mate.It's quite obvious when you think about it. When calculating a ray's path at the interface between different materials (involving dielectrics - which are non-conducting and transparent and can both reflect and refract a light ray), and assuming the ray does not end up in total internal reflection, when calculating the probability of of either generating a reflection or transmission/refraction ray, you need to use the underlying geometry's raw normal. I was using a corrected normal based on microfacet theory by mistake. The corrected normal for microfacets should be used for shading and calculations in general, but not when it comes to deciding if the ray should be reflected or refracted. It messes up the probability distribution, adversely affects light radiance weighting, and breaks the law of energy conservation. And can muck up the rendering. The issue was that the messed up render is not too dissimilar to a physically correct render, hence why I kept missing the issue. Piece of cake, y'see.
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