-
Notifications
You must be signed in to change notification settings - Fork 40
Open
Description
In DisneyBSDF.glsl:
float diffuseRatio = 0.5 * (1.0 - material.metallic);
The 0.5 here says we will 50% use cosineSampleHemisphere and 50% use use importanceSampleGGX. So, the 0.5 is a factor to determine multiple importance sampling strategy. If everything is right, the converge result should not vary from diffrent choices.
However, if you change diffuseRatio like,
float diffuseRatio = 0.08 * (1.0 - material.metallic);
float diffuseRatio = 0.1 * (1.0 - material.metallic);
float diffuseRatio = 0.5 * (1.0 - material.metallic);
float diffuseRatio = 0.8 * (1.0 - material.metallic);
...
you will get different rendering results (test scene is hyperion.scene, observable difference below the white sphere ).
Is it a bug?
Reactions are currently unavailable
Metadata
Metadata
Assignees
Labels
No labels

