epilectrolytics wrote: Thu Feb 14, 2019 11:25 am
Dade wrote: Thu Feb 14, 2019 11:15 am
Any cache entry information must be view independent to be usable, any view dependent information is lost. A matte material will reflect the same amount of light form any position you look at it. A glossy material has view independent component (matte-like) and a view dependent component (the shiny highlight). The last part is "mostly" lost.
Ok I understand.
Not only when directly looking at a glossy surface with a cache the shiny part will be lost, but also bounced rays from the ceiling when hitting the ground will lose that shiny part and therefore appear darker.
Thanks for clarification!
Now the question is if some kind of compensation could be smuggled in ...
Like I wrote is "mostly" lost because I'm averaging the amount of light reflected by material over the entire hemisphere. This is the average of a constant value for matte, while for glossy is the average of different values. The "shiny" part of gloss is averaged over all the hemisphere (so energy is not lost, it just more "smooth").
If you want to study the problem, you can use indirect cache debug view. If it is not yet clear it is a complete rendering and it should match the output of a normal rendering (splotch-ness aside).
Look this is a rendering with a glossy with 0.0 diffuse and 0.95 specular, PGI rendering:
reference:
See how PGI makes the surface look like a diffuse material while the reference is truly glossy. This is the bias introduced in this case however just look at other surfaces, the difference in indirect light is very small (and it is what PGI cache is used for).
Indeed, if all the right wall is black, the bias is huge.