Re: Disney BRDF material
Posted: Sat Jun 08, 2019 1:53 pm
I should have fixed the use of Disney material with PhotonGI.
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Works great, thanks!
Umm, the specular value is always at 0.5 so it will always generate reflective caustics.
that specular value is a generic dielectric reflectance, Dade meant specular material as in refractive, this is where specular caustics could be cached (glass, body of water) I don't think caustic cache is capable of doing reflective caustics cause that would literaly mean creating cache for every single glossy material(maybe a threshold value could help, but would also impose limitations). So this is also why I don't think caching caustics is a way to go, since it only means specular caustics and even there we see quite a limitation. I might be wrong though....epilectrolytics wrote: ↑Sun Jun 09, 2019 2:36 pmUmm, the specular value is always at 0.5 so it will always generate reflective caustics.
And with metallic=1 and roughness=0 it is a perfect mirror material.
I think Disney, metal and glossy should work with caustic cache in the range of 0>0.2 roughness (that would be 0.45 for Disney because of its different roughness calculation).