-
This is not a bug report, but a question and request for pointers
I recently bumped into this project as I read about Blender 3.2, and was attracted by the "physically correct" rendering capability…
fangq updated
2 years ago
-
## Summary
It seems plastic and thindielectric materials don't polarize reflected light
- Compiled variants:
* `scalar_spectral_polarized`
## Description
It is written in the docs : "Mits…
-
## Description of the issue
Solar radiation has different components, which need to be added to the ontology. We have started discussions about direct, diffuse and global radiation in the issues #1…
-
Splitting up #4196 into smaller tasks
This task is closely related to #11716, but it focuses on ground atmosphere rather than fog.
In `GlobeFS.glsl`, the globe shader handles both fog and ground…
-
Hello,
while trying to simulate a room, I noticed the measured reverberation time differs from the one calculated with Sabine. When setting the coeffs of the walls to 0.5 the reverberation time seem…
-
Screen space shader that samples shadow maps
- Visualize light paths
- Basic interactive air currents
-
It seems MLT produces results different from other integrators. Usually the output is just a bit darker than normal and I thought that maybe some settings are off a bit. However, with Dambreak scene M…
-
We have been running into some issues with negative scattering intensity, and we cannot track down the source. We believe it has something to do with the implementation of the size effects.
Should…
-
I would like to suggest a simple non recursive implementation for `ray_color` function to be mentioned in an alternative listing during the first book around chapter 8.
I realize that it is maybe …
D-K-E updated
3 months ago
-
Hey,
Thanks a lot for opening up the code 😄 I'm very grateful as it a very useful reference on how one can implement the Autodesk Standard Surface model. Such an implement of a multi-lobed BSDF mod…