chuchur wrote: ↑Wed Aug 18, 2021 1:36 pm
I just wonder what kind of event types i could use for Disney in GetEventTypes and Sample/Evaluate methods?
For Glass material we have SPECULAR | REFLECT| TRANSMIT and for Disney without transmission we have GLOSSY|REFLECT.
GetEventTypes() should return all type of events possible. In your case, it should be GLOSSY|REFLECT or GLOSSY|REFLECT|TRANSMIT if the transmission texture is not black.
chuchur wrote: ↑Wed Aug 18, 2021 1:36 pm
Should it be for Disney with transmission GLOSSY|SPECULAR|REFLECT| TRANSMIT in GetEventTypes ?
As far as I remember the Disney transmission is still glossy, not specular. Don't they use some kind of GGX distribution for transmission too ? To have rough glass, etc. ?
chuchur wrote: ↑Wed Aug 18, 2021 1:36 pm
And in Sample/Evaluate GLOSSY|REFLECT for reflected path and SPECULAR|TRANSMIT for refracted path?
Yes, Sample/Evaluate events are what actually happen in this specific call (aside from the Glossy Vs Specular transmission detail I don't remember).
Support LuxCoreRender project with salts and bounties