Open ConsueTerra opened 8 months ago
I have included diffuse transmission as well,
Before ) | After (0.3 transmission) |
---|---|
This is only ray depth 5 so the effect is suble but you can see softer shadows on the leaves (some of the light bleeds to the back) and the shadows have a green tint. Even with a high Ray depth it was near impossible to light these forests scenes properly. The new parameter is additionalTransmission
.0.3 is a good value for allowing back facing light without taking to much brightness from the front. Currently diffusion is split b/w refection and transmission, this is energy conserving on some block models but not others, probably due to how intersections currently work.
A look at ray depth 20, 72 samples (1600 by 1600)
This pr is the first of a series to implement a better BTDF in chunky. This pr adds a linear lerping like in specular reflections in other to enable glossy reflections, a new material parameter called
trasmissionRoughness
which is set independently fromroughness
the UI parameter is Transmission smoothness. Fixes Issue #1591A scene example 80k SSP, the white glass has a transmission smoothness of 1, red glass of 0.75, blue glass of 0.5, notice the increase spread of the caustics (sun sampling is OFF)![image](https://github.com/chunky-dev/chunky/assets/55562739/c643dce3-7020-47e9-bf67-bbde91fa93b4)
This pr is a draft, there are 2 pending issues: