tag:blogger.com,1999:blog-8992579354369393419.post296210063117344322..comments2023-12-14T09:51:40.760-05:00Comments on Photorealizer: Physically Based Renderer by Peter Kutz: Rough Transmission UpdatePeterhttp://www.blogger.com/profile/00411424533792457362noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-8992579354369393419.post-63456966765001849472012-05-26T16:36:11.264-04:002012-05-26T16:36:11.264-04:00Hello Peter.
Very good work.
What are your roadmap...Hello Peter.<br />Very good work.<br />What are your roadmap? You're not thinking as an experiment to port your code example in maya? We can try. Please write me what you think about it. <br />(goofoo dot tut dot by)maximnoreply@blogger.comtag:blogger.com,1999:blog-8992579354369393419.post-13520689994178641362012-05-10T17:36:27.294-04:002012-05-10T17:36:27.294-04:00Thanks for the comments and insight Sander!
I che...Thanks for the comments and insight Sander!<br /><br />I checked and I'm already using the halfway vector (or the microfacet normal in the case of BSDF sampling) for Fresnel, so that in particular doesn't seem to be the issue in this case, but I'll look around and see if there are any other places where it might make sense to use the halfway vector instead of the surface normal.<br /><br />It's also likely that the sparkles are a result of very large sample weights that occur in rare cases, and I've updated the post to elaborate on this.Peterhttps://www.blogger.com/profile/00411424533792457362noreply@blogger.comtag:blogger.com,1999:blog-8992579354369393419.post-8052395127658492602012-05-09T11:53:23.719-04:002012-05-09T11:53:23.719-04:00awesome!awesome!Xing Duhttps://www.blogger.com/profile/04578285011641083021noreply@blogger.comtag:blogger.com,1999:blog-8992579354369393419.post-3872662670196160812012-05-09T10:57:18.260-04:002012-05-09T10:57:18.260-04:00And I forgot to mention that your results look ama...And I forgot to mention that your results look amazing! Keep up the good work :)Sander van Rossenhttps://www.blogger.com/profile/13955123864686957569noreply@blogger.comtag:blogger.com,1999:blog-8992579354369393419.post-71947989072678988882012-05-09T10:56:16.900-04:002012-05-09T10:56:16.900-04:00I experimented with GGX a while back, so it's ...I experimented with GGX a while back, so it's a little rusty for me, but I think when I used "h dot l" instead of "n dot l" for fresnel that all the sparkles in GGX went away for me. (h = half-way vector, l = light vector, n = normal)<br /><br />At least *I think* it was the fresnel term.<br />I know for sure I replaced an n with a h though (sorry for being vague, like I said, it's been a while since I looked at it)Sander van Rossenhttps://www.blogger.com/profile/13955123864686957569noreply@blogger.com